My Bonus Game comes to IKEMEN! My characters have also been updated for IKEMEN as well.
NOTE:IKEMEN 1.0 is now required!Link: https://www.mediafire.com/file/ixq3rzi1uyc1b2t/SoR2IK9.7.zip/file (https://www.mediafire.com/file/ixq3rzi1uyc1b2t/SoR2IK9.7.zip/file)
Changes (Latest Update):
Spoiler (click to show)
Mini-Update 8 (10/14/2026)
IMPORTANT: As of this update, the Bonus Game only works on IKEMEN version 1.0
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~General Changes/Fixes
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1. Fixed issue where if the "Enemy Attack Rate" setting was set to a negative value, some enemies were acting strangely.
2. Fixed being unable to Safe-Fall (land from a throw to avoid damage) or escape from enemy throws.
3. Fixed issue where if an enemy blocked a very high damage hit, the amount of damage they took was higher than it was supposed to be.
4. Fixed Mr.X using certain melee attacks from too far away.
5. When Harakiri is sliding backwards for his Counter slash attack, his Movetype is set to I so you can walk backwards away from him before the actual slash. Time spent sliding back increased (1.25s --> 1.5s). Damage increased (225 -> 300). Damage reduction increased from 40% to 50%.
6. Reduced how often Shiva can block attacks, especially when fighting him 1v1 (Single mode).
7. Zamza/Jet rematch: Jet now has 50% less life. Also fixed Zamza only having -20% life instead of -30%.
8. In Tag mode, Bosses and Mini-Bosses now get +10% max life for each character in your team beyond the first (max +30%).
9. Added an option that makes the Hitoverride state controller used by guard-capable enemies use the "forceguard" parameter, so that when they guard attacks the guard damage/hitsparks/sounds/etc of the attack are used instead of the hit parameters (only matters if the "Enemy Block Type" above is set to 0 or 1).
10. The "forced invincible state" effect for Bosses/Mini-Bosses is now disabled by default. Instead, the "Boss Damage Buffer" modifier is on by default (which makes Bosses/Mini-Bosses take reduced damage after taking enough damage in a combo).
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~Bonus Area Changes
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1. The gas meter has been halved in size so it doesn't awkwardly stick out so much.
2. The CTRL Panel now uses a new "damaged" sprite when its remaining life reaches 50%, and another when at 25% life.
3. Fixed issue where upon destroying the Panel it would disappear for a brief moment.
4. Reduced the duration of the slow effect upon destroying the Panel.
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~Notes
=============================
The way commands are checked in custom states seem to have changed in IKEMEN 1.0, and as such certain actions have been affected:
1. In the Config file, if you set the mode to -1 (so you can choose the mode in-game), you'll now need to press "x" or "b" to choose a mode, then "a" to confirm.
2. When escaping Pummel-type enemy grabs, only the buttons (a/b/c/x/y/z) work now for escaping, not pressing up/down/left/right. To make up for this, the total number of button presses needed to escape have been reduced.
However, if you are playing as one of my SoR characters, you can still use left/right to switch modes, or up/down/left/right to escape from pummels. Do note that my SoR characters can break out of Pummels with their Y-special, so be careful while mashing the buttons with them to escape pummels.
IKEMEN-Specific Changes:
Spoiler (click to show)
SoR2 Bonus Game IKEMEN-specific updates history
Update 5 (12/2/2024)
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A. Replaced all "GetPlayerID()" triggers so that the Bonus Game works in the nightly/future versions of IKEMEN. This also now allows the Bonus Game to be function properly if it's Teamside is 1 (it can be "Player 1" now).
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Update 4
A. Due to the change in how Red Life works in IKEMEN GO v0.99.0, certain enemy throws have been fixed to give the proper amount of Red Life.
B. Also due to the Red Life change, the life bar in Tag mode has been fixed to properly display Red Life.
C. The new "GlobalNoKO" AssertSpecial flag is now used to prevent players from being really KO'd and out of the fight (VERY helpful for characters that can inflict self-damage, and even more important in Simul mode for characters who can damage not only themselves but their allies as well).
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Update 3
A. Changed
1. Throws from enemies always grant Red Life even if not in Tag mode (this is to be consistent with the default behavior of IKEMEN).
2. The bonus to Max Life Bosses and Mini-bosses get for each team member (on your team) above the 2nd in Simul mode has been increased to 20%. To prevent Bosses and Mini-Bosses from taking too long to defeat because of this, the base damage they can take before they are forced into their invincible knockdown state is increased by 50 for each team member above the first on your team, unless you are playing on a difficulty above Normal, in which case the damage threshold is increased by 60/70/80 for Hard/Very Hard/Mania difficulties.
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Update 2
A. Fixed
1. Some enemy throws not granting Red Life in Tag mode.
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Update 1 (NOTE: "Player" or "Players" refers to the characters fighting the bonus game, while "Enemy" or "Enemies" refer to the Streets of Rage enemies.)
A. Core Changes
1. Bonus Game can now show lifebars for 3 or 4 players at once (Simul mode). Players 3 and 4 can now pick up items.
2. If in tag mode, the player lifebar will now show red life ("un-recoverable" damage will be shown with a black fill). Lifebars for partners not shown (don't know if its possible yet). Also in Tag mode, recovery items will recover only half the usual life, but the other half will be added as Red Life.
3. Can now place 3 or 4 Bonus Games on the same side together in Simul mode to fight 4 or 5 enemies at once. NOTE: No special HUD to account for more enemies yet. Instead, the 4th enemy will have a tiny life bar above them while the 5th enemy will have a tiny life bar below them. The tiny life bar will show a yellow bar for enemies with 1000 life or less, and if the enemy has more than 1000 life, a blue bar will show the remaining life above 1000.
B. SoR Enemy changes
1. Added the following through AssertSpecial: "NoFallDefenceUp", "NoFastRecoverFromLieDown", and "NoInput".
2. If playing with 3 or 4 players at once, all Bosses and Mini-bosses will now have enemies fighting with them. If they already had "assists" due to the player being in 2-player Simul mode, more will now spawn (except for Jet MKII). Also, Bosses and Mini-bosses get an extra 10% bonus base life for each team member above the 2nd you have on your team (stacks with 25% bonus they get for having a partner, making for a grand total of +35% or +45% bonus base life). Note that all "assists" run away when a Boss is defeated, but for Mini-Bosses they stay and you'll need to KO them to continue.
3. All enemy hitdefs now have "DizzyPoints = 0" and "GuardPoints = 0", preventing the enemies from dizzying or guard-breaking you if those IKEMEN features are used.
4. In the "Save the General" area, the gas now damages you & enemies as well, at a rate of 5 Life per second for every complete bar in the gas meter (can't KO you or enemies). In Tag mode, all damage taken this way is recoverable (becomes red life). Having more than 2 people on your team in Simul mode will increase the charge rate and "defense" of the gas meter (won't drop as much when the control panel is hit), and cause an extra enemy to appear along with the usual enemy.
5. If fighting Mr.X with more than 2 players in Simul mode, any enemy can spawn, not just Garcia and Donovan.
C. Notes
1. Ranked mode hasn't been adjusted for more than 2 players yet! Only play solo or 2 player in Ranked mode.
2. If playing with more than 2 players in Simul mode, enemy attack rate is heavily increased.
At the moment, the main change is that the bonus game now supports 3-4 players on the same team in IKEMEN's Simul mode, and you can place 3 or 4 SoR2 Bonus Games on the same Team in Simul mode to fight 4 or 5 enemies at once. I've also added some important stuff to the info file.
Looking forward to feedback! Also, the name of the folder & .def file has been changed to "SoR2IKEMEN", so be sure to remember that when adding the bonus game.
Characters updated for IKEMEN: https://www.mediafire.com/file/h8odg4c4hd5xuep/12Char4StagePackIK4.zip/file (https://www.mediafire.com/file/h8odg4c4hd5xuep/12Char4StagePackIK4.zip/file)
NOTE:IKEMEN 1.0 is now required!Changes (Latest Update):
Spoiler (click to show)
SoR Character Changes 10/14/2026
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All characters
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1. Added animation 181 to characters so that weird thing where the large portrait appears in place of the character doesn't occur in the pre-match screen.
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All characters (except Yamato)
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1. Added new large portraits (from Streets of Rage Remake). (Mr.X's portrait has been slightly modified).
2. Fixed some multi-hitting attacks dealing very high guard meter damage, making guard breaks extremely easy if enabled (Basic Combos and Roo's Blitz and Special attacks were the biggest offenders here).
3. Custom HUD appears properly in 16:9 resolutions.
4. Fixed the healing item helper causing debug spam.
5. The intros of the characters (except Shiva/Ultra Shiva) are now an animation of them falling into place instead of actually changing their positions with PosSet and VelSet. Fixes a problem where the camera might sometimes move a bit during the intro (usually happens if in a 3 or 4 player Tag team).
6. The option to use the extended CLSN1 boxes (so the characters can hit small/crouching opponents with their standing attacks) is now toggled through their Config file instead of having to open each character's .def file and comment/uncomment lines.
7. All Defensive Specials (except for Mr.X) now have "ignorereversaldef = 1" to make them more "safe" against characters with Reversals. Note this is only for the Defensive Special (the one peformed by just pressing Y), NOT the Offensive Special (performed with Forward+Y).
8. If the "Ability Up" option if off, Lv.1 supers are still immune to Normal attacks/projectiles/throws for 1/6 of a second.
9. Fixed being unable to Safe-Fall from throws.
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Roo
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1. "Tail Upper" and "Tail Crash": Start-up time decreased (8 -> 6).
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Skate
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1. "Dynamite Headbutt" (both versions): Start-up time decreased (6 -> 3).
2. "Rolling Flash Kick": Time between 4th and 5th hit reduced from 15 frames to 7 frames. Total animation time reduced from 50 frames to 41 frames.
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Ash
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1. "Booty Bump" (both versions): Upon landing from attack, a custom landing state where Ash can't move for a bit is used instead of the default landing state. Prevents the attack from being spammed to easily juggle the opponent, especially in a corner.
2. Reduced guardstun of Lv.2 and Lv.3 Blitz attacks.
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Shiva
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1. "Ability Up" option no longer gives Hypers bonus damage based on opponents remaining life.
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Ultra Shiva
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1. Life reduced from 2310 to 1575. Attack increased from 35 to 60.
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Shiva & UltraShiva
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1. First hit of Final Crash (both versions) has +4 to pausetime for opponent. Fixes problem where hitting an aerial opponent who is very close to the ground could result in them being able to block the remaining hits.
2. Slightly reduced ground knockback of Fire Chop.
3. Jumping Reverse Kick knockback reduced by half. Ground hittime doubled.
4. Knockback of Tiger Palm reduced.
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Mr.X
====================
1. Removed old "RatioLevel" triggers that were causing crashes.
If the Bonus Game enemies are disappearing when hit with certain attacks by some characters such as throws, open the "SetConfig" file and look for this:
;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
; ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0
Change the value from 0 to 1.
there's a Z-axis module would it be possible (given the stage parameters had enough room on a parallax floor) to make it so the characters ai had them moved around like the orinignal SOR?
Have images?
Quote from: Akito on July 21, 2022, 08:00:19 AM
Have images?
Hope this is okay: https://www.mediafire.com/folder/uo3sqcp32i0hu/Documents (https://www.mediafire.com/folder/uo3sqcp32i0hu/Documents). Everything starting with "ikemen" is a screenshot.
I'd also like to add that for the longest time, I've had trouble figuring out the perfect attack rate for enemies. If anyone finds the attack rate too low for enemies, change the "Extra Enemy Intelligence" setting in the Config file to some high number such as 75 (Max value is 100).
Nice, you converted this to Ikemen! This is one of my favorite bonus games.
So a few days ago I played against my Yamato character in IKEMEN, and quickly found various bugs with it (for one thing, Yamato was KO'ing itself at the beginning of the round, after losing the previous round). Here is an update for Yamato: https://www.mediafire.com/file/1amasbvjrk136yj/YamatoIKEMEN.zip/file (https://www.mediafire.com/file/1amasbvjrk136yj/YamatoIKEMEN.zip/file)
Changes:
Spoiler (click to show)
Version 6 (IKEMEN Update)
1. The sword slash animation for Teleport Slash and Back Slide Slash has had the CLSN1 box extended downwards; no more dodging the attack simply by crouching.
2. Reduced guard damage of all attacks.
3. Fixed various odd things happening in the next round after defeating Yamato (such as Yamato's life quickly decreasing, and Yamato instantly being KO'd).
4. Added a Config file that lets you activate "Enhanced Mode" (which grants an AI Yamato some extra attacks/passives, higher attack rate, and slightly better AI), and also lets you make an AI-controlled Yamato's defense drop if the difficulty setting is below 8 (Yamato always acts as if the AI setting is 8, so this lets the difficulty setting still affect him).
5. The life gain from defeating the "fake" Yamato is now done directly to the player (with IKEMEN's "RedirectID" feature) instead of through an Apple pick-up. Amount of heal also increased a bit (33% --> 36%), but no longer grants Power if you are missing less life than the heal. If you are in Simul mode, the heal amount will be equally divided between all teammates.
6. AI is much better at keeping its distance from you.
If Enhanced Mode is on, an AI-controlled Yamato gets the following:
1. Reduced attack cooldowns (-50%)
2. +1000 Power every 15 seconds.
3. Slightly faster power regeneration.
4. Can move off-screen.
5. A "Fake Out" during Teleport Slash where he will quickly run behind you if you try to hit him with a special or hyper attack, then perform the sword slash.
6. Will sometimes gain Super Armor against hits (with no damage taken) when he is jumping. Only works for 1 hit until he jumps again.
7. If against a projectile user, Yamato will sometimes activate a shield that grants super-armor against projectiles and -75% damage from them. The first Yamato can't use this skill.
8. Attack Power -25%.
Known Issue: For some reason, the Run attack of Yamato has no PalFX until after he has used his invisible skill at least once. Must be an IKEMEN bug, because this doesn't happen in MUGEN.
Also, for the Bonus Game, if you plan to play Simul mode against it with more than 2 players, you may want to set the "Enemy Strength" setting to a higher number (20000 is good), otherwise you'll quickly drop the enemy strength meter and only fight against 4/5 enemies for a short time.EDIT (I didn't want to double post): Bonus Game update! (EDIT 2: Link changed. Fixed some minor things. Re-download if you already downloaded the previous version):
https://www.mediafire.com/file/88mk0bm9lp3gy3f/SoR2IK2.1.zip/file (https://www.mediafire.com/file/88mk0bm9lp3gy3f/SoR2IK2.1.zip/file)- With Sound File
https://www.mediafire.com/file/y8z4vk0j9jem2rs/SoR2IK2.1NoSnd.zip/file (https://www.mediafire.com/file/y8z4vk0j9jem2rs/SoR2IK2.1NoSnd.zip/file) - Without Sound File
Changes:
Spoiler (click to show)
Update 42
1. Enemies knocked into the invincible states from excessives hits/damage or player KO are now invincible until they get up.
2. Zamza is invincible for a bit after his intro is done.
3. Harakiri is invincible for a bit longer after using Counter Slash.
4. Fixed Jet MKII not getting more/less life based on difficulty level.
5. Fixed extra enemy in the "save the general" area not appearing appear if you have 3 or 4 players on your team in Simul mode. Also allowed the panel to be hit by projectiles if the "Enemy Anti-Projectile" option is enabled.
6. Fixed stage music not being muted during Boss battles and some Mini-boss battles due to player Pause/SuperPause.
7. Added new Tweaks for enemies: An option to grant enemies increasing defense against combos, and an option to allow all major bosses to use breaker attacks (Shiva & Abadede always have breaker attacks).
8. Fixed the control panel taking damage from the gas (big "whoops" there).
9. Various enemies can use some of their "limited" attacks more often (usually such attacks are jump attacks or projectiles).
10. Kusanagi's shuriken throw (standing) no longer causes knockdown.
11. When fighting dual Mini-bosses with more than 2 players, when one of the bosses is defeated, Assists will now spawn to replace that mini-boss.
12. Replaced Bongo's "Max Offscreen" code with an improved code. Stops him from snapping into weird postions when close to the edge of stages that can zoom.
13. Enemy strength meter setting changed. Now the default value is 80 (40 if MatchNo > 1), and all enemies drop the meter by 1 when KO'd. Also can now set it to be higher if you have 3 or 4 players on a team in Simul mode.
KNOWN ISSUE: Various PalFX aren't working on some enemies. I'm sure this is an IKEMEN bug.
IKEMEN-Specific change: Fixed some enemy throws not granting Red Life in Tag mode.
This update changes the way the enemy strength meter works. Previously, it would drop by 100 or more depending on how strong the enemy was, but this often caused the number of enemies fought before each Boss or Mini-boss to vary greatly. Now it drops by 1 for every enemy defeated regardless of strength, and the default value has been reduced to 80. This makes the number of enemies fought before each Boss/Mini-boss the same, and makes it much easier to adjust the length of the game since you know exactly how many enemies you'll take down each round (not counting Boss/Mini-boss Assists).
EDIT 3: I found another problem, but its not worth another download. Instead, open the "EStates3" file (or open the bonus game in Fighter Factory if you have it, and go to the "EStates3" tab), find State 21639 and add this to the state:
[State 11000, RemoveExplod]
type = RemoveExplod
trigger1 = IsHelper
trigger1 = NumExplod(14620) > 0
id = 14620
This fixes a problem with Akaiho's special behavior icons not disappearing if he runs from battle because a Boss got KO'd.
I have updated my characters for IKEMEN! Link: https://www.mediafire.com/file/02yg11ycpni4ds3/12Char4StagePackIK1.zip/file (https://www.mediafire.com/file/02yg11ycpni4ds3/12Char4StagePackIK1.zip/file)
Changes:
Spoiler (click to show)
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All characters
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All characters are now IKEMEN only.
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All characters (except Yamato)
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1. AI heavily updated, now includes custom walking states (no more of characters jumping in place for 10+ seconds and never trying to get close to their opponent). Also fixed problems with the AI trying to use certain attacks when well out of range.
2. Hyper attacks are now less affected by the Damage Dampener, and now can't have their damage reduced below 25% (previously could be down to 10%). Grip meter gain when landing Hyper attacks increased.
3. In Tag mode, the character's HUD only appears while tagged in, and it'll also now disappear after being KO'd to prevent screen-clutter and multiple SoR character HUDs stacking.
4. Using a Y special attack in Tag mode without a maxed special meter will cause some of the self-damage taken to become Red Life (based on the setting in IKEMEN's "common.const" file.)
5. When losing Life from a Y Special attack, the life loss now occurs instantly upon use instead of when the attack ends.
6. The throws from grabs (the ones that can be landed from to avoid damage) now grant Red Life to their target, have a sound effect and screen shake occur (from the SoR character) when the target hits the ground, and now have their damage adjusted for Ratio mode attack stat changes (these have a setting in the Config file; if you have changed "Damage" value of any Ratio in the options menu, you can change the values in the Config file to match the new damage value). Furthermore, thrown player-controlled characters no longer have a random chance to automatically recover from the throw, and AI-controlled character's chance to recover is now based on their AI-Level.
7. Guard damage of all special/hyper attacks reduced (previously was 25% of hit damage (less if the attack hit multiple times), now reduced to 15% of hit damage (also still less for multiple hits))
8. Added a special Damage Dampener for throws & pummel attacks; each pummel attack used will reduce the damage of the next pummel attack by 10% (up to 80% reduction), and reduce the damage of any throw ender attack used by 5% (up to 50% reduction). This prevents the SoR characters from dealing huge amount of damage with their throws/pummel attacks. The damage reduction multiplier resets once out of throw states.
9. Added an extra .air file for animations that have the CLSN1 boxes of all non-aerial attacks extended to the ground. Helps the SoR characters when fighting shorter opponents (Not active by default, check the .def file of each character; instructions on how to active are in there).
10. New Config option added: "Ability Up". If activated, grants multiple buffs to characters. Added to allow characters to have a fighting chance against more advanced characters.
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Axel
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1. Run speed slightly increased. (+0.3)
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Adam
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1. Fixed air version of Y Special attack not having a life cost when used without a maxed special meter.
2. Adjusted placement of the CLSN2 box on Stand animation, and reduced number of CLSN2 boxes on Run animation from 6 to 2 (looks a lot cleaner).
3. Adjusted CLSN boxes of Lv.2 & Lv.3 Blitz attacks. Fixed first element of Lv.2 Blitz attack animation having no CLSN2 box.
4. Total animation time of Y special attack reduced a bit (38 Frames -> 34 frames). Start-up time of Forward+Y special reduced from 10 frames to 6 frames, and Ending lag reduced by 4 frames.
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Ash
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1. Fixed problem with all blitz attacks not being able to hit properly due to character width.
2. Removed semi-infinite juggle against opponents when chaining repeated Lv.0/Lv.1 Blitz attacks.
3. Fixed "givepower" parameter being too low for Lv.2 Hyper.
4. Reduced Attack from 100 to 80 (he was dealing way too much damage compared to everyone else).
5. Pummel attack base damage per hit reduced from 40 to 20.
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Blaze
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1. Total animation time of Lv.2 hyper reduced from 70 frames to 56 frames.
2. You can now mash the "b" button and still get the 2nd hit of your 3rd attack in the Basic Combo instead of skipping it (Previously, since the 3rd attack hit twice, mashing "b" would cause you to cancel into the 4th attack after landing the 1st hit before the 2nd hit could connect, and as such you'd have to time the "b" button press, which wasn't easy to do. Now you can just mash the button like the other SoR characters to perform your Basic Combo properly).
3. Slightly reduced forwards movement speed of Lv.3 Hyper. Helps prevent Blaze from moving past her opponent before all hit connect.
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Mr.X
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1. During Lv.2 Hyper "Super Tommy Gun", only the bullets fired in the first 0.5 seconds deal guard damage. Prevents large amount of guard damage from being dealt when used very close to opponent.
2. Y Special "Burst Fire" has the same effect; only the bullets fired in the first 0.5 seconds deal guard damage.
3. Lv.2 Hyper now always ends early in Simul mode, regardless if all allies are KO'd or not. Duration is also now affected by Ratio Level. Damage boosted in Simul mode to make up for the shorter duration.
4. Attack increased from 70 to 75.
5. Start-up time of "Vault Kick" reduced from 21 frames to 15 frames.
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Roo
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1. Walk speed increased a bit (+0.1). Run speed up (+0.3).
2. "Kick Flip" attack ends sooner (time of last 3 anim. elements reduced). Reduced distance opponent is knocked upwards on hit.
3. During Lv.2 Hyper, only the last hit causes knockdown. Fixes problem with Roo moving past certain characters after a hit.
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Shiva/Ultra Shiva
=================
1. High Kick attack (Basic combo ender or "c" move) is less unsafe on block.
2. Final Crash/Final Crash+ is less unsafe on block.
3. "Absolute Guard" technique only disables normal guard for a short time if actually used while being hit to escape combos.
4. Made it easier to combo into "Jumping Reverse Kick"/"Jumping Reverse Kick+" from "Final Crash"/"Final Crash+" (The command can now be entered during the Final Crash "flip" to combo into the Lv.2/Lv.3 Blitz attacks).
5. Fixed the problem where mashing "b" could skip the second hit of the first two attacks for the Basic Combo (similar to Blaze).
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Skate
=====
1. Fixed last 2 anim. elements of Rolling Flash Kick not having CLSN2 boxes (Skate couldn't be hit right at the end of the attack).
2. During the Lv.1 Hyper, CLSN1 boxes have been added to the baseball bat that appears. Should reduce chance of attack not hitting, especially against smaller opponents.
3. Run animation now has 1 CLSN2 Default box instead of different CLSN2 boxes for each element.
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Ultra Shiva
===========
1. AI now can't use Y Special attacks unless meter is completely charged. Prevents Ultra Shiva from damaging himself and making the fight easier, but also makes it easier to combo him since he can't break out of attacks as often.
2. Life increased from 2100 to 2310. Attack reduced from 40 to 35.
===================
Stage Updates
==================
1. All stages now have a 9000,1 sprite in the .sff file so that a "preview" of the stage can appear when selecting a stage (assuming the default stage previews are used for your current IKEMEN screenpack).
The important changes are much better AI, the character's HUD disappearing when they tag out (now you can have 4 SoR characters on a team in Tag mode without their HUDs messing up), and the various improvements on the character's throws. I've also added another animations file you can use which makes the SoR characters actually able to hit smaller opponents.
One big thing I added was the "Ability Up". My characters are fairly simple compared to other characters, which normally isn't a problem. However, other characters often have many gimmicks in their kit that give them a massive advantage, which my characters can't keep up with. Some examples of these gimmicks are the following:
Spoiler (click to show)
~Excessive number of "skills" such as Power charge, Parry, Spot Dodge, "Zero Counter", and so on.
~Attacks with hitboxes (CLSN1) that take up half the screen or more (Weapon users are bad for this, especially with hyper attacks) (Ash has a full screen Hyper, but its quite weak for a Lv.3 Hyper).
~Super-armor or start-up invincibility on nearly every single special/hyper attack (If the character has EX attacks, expect one or the other on it).
~Lack of true fast "dashing" attacks. Also general lack of mobility and attack range. (Dr.Zan is an exception)
~Counter Moves (Assume a stance that counter-attacks enemies that hit you. These often have little cost on modern characters and are always coded to be used flawlessly by the AI)
~Projectiles (Only Dr.Zan has a true projectile, but it uses the special meter, and as such could cost life if used too much)
~Air/OTG Combos (Those wonderful 5+ second combos that deal tons of damage (and gain tons of super energy as a result) at little to no cost, and can be performed very easily)
~Low-life comeback system (Once life drops to around 20%-35% of max life, get massive attack boosts and/or various other buffs, usually along with the good ol' Low-Life only hyper attack that invalidates the opponents lead with a 350+ damage attack that comes out fast and either has super-armor or invincibility on it.)
~Healing skills (Bonus points for the ones that have a long start-up time or heal over some chunk of time (so if its active for a short time it heals very little), but the character also has an easily land-able attack that has high knockback and/or stun time (pausetime or hittime), so the "weakness" of the healing skill never really turns up since you can just hit your opponent with that attack and then heal while they are stunned or in their knockdown states).
As such, I've added the "Ability Up" Config option, which grants many bonuses to the characters in an attempt to even the playing field, which are:
Spoiler (click to show)
~Critical Buff: At 30% life or less, Blitz Star regeneration +100%, Special Meter regeneration +50%, Grip meter regeneration +100%, and Hyper hit damage +25% (not guard damage), and Life cost when using a Y Special attack reduced by 50% (if Special meter isn't maxed).
~Power Gain Up/Power Balance: Gain more Power (Super Energy) when landing hits. Plus, if opponent's max Power is above 3000, gain even more power when hitting with attacks. The higher the opponents max power is, the more Power earned from landing hits.
~BSASI: "Brief Special Attack Start-up Invincibility" Grants Lv.2 & Lv.3 Blitz attacks & the Lv.1 Hyper Invincibility for a short time upon using that attack. The Lv.3 Hyper also has longer reversal time against attacks, and can reverse other hyper attacks.
~Hyper+: Hypers can't lose more than 50% of their damage from the Damage Dampener.
~Recovery Items: Randomly when hitting your opponent with non-grab moves, an item from Streets of Rage Remake will fly out of them. Move close to it to pick it up (crouching over it not needed). It can also be picked up by teammates after it hits the ground if they aren't at max life. The item can't be picked up by the enemy team, and will have a slight tint on them to indicate which team can pick it up (Blue for Team 1, Red for Team 2). After an item is picked up, the time until another can spawn depends on the strength of the previous item and the SoR character's remaining life (in percentage). The item will restore both Life and Power by a small amount.
~Passive Skill: Grants a special passive unique to each SoR character.
Passive Skills are:
-------------------------------------------------
Axel: "High Technique" (Increases Blitz Star Regen Rate by 40%)
Blaze: "Judo Expert" (Grip meter loss when using throws reduced by 50%)
Max: "Bruiser" (Attack +10%, Defense +10%)
Adam: "Well-rounded" (Attack +5%, Defense +5%, Blitz Star Regen Rate +20%)
Skate: "Roller Blading" (Move speed +25% (including air move speed), gain power while moving on the ground and not being hit.)
Roo: "Hop to it!" (Grants 2 mid-air jumps and new (simple) Aerial Blitz attacks)
Dr.Zan: "Energy Zap" (Electric attacks that hit drain up to 300 power from target)
Shiva: "Rival" (Attack +5%, Blitz Star Regen Rate +10%, gain Power over time, Hyper attacks deal bonus damage based on target's/enemy team's remaining life on hit (Less effect if enemy is Ratio 3 or 4))
Mr.X: "Bullet Storm" (Y Special attacks are 40% weaker, but use only 3 special bars max instead of all bars.)
Ash: "Stride" (Knocking down an opponent grants 300 Power, even with Hyper attacks. Can occur once every 5 seconds.)
-------------------------------------------------
Ultra Shiva has other effects already so he doesn't have the "Ability Up" config option.
I'm sure this will make the characters much less of a pushover compared to more advanced characters (just note that its off by default).
One last thing: I'm going against what I said about the MUGEN versions of my stuff in the first post here because IKEMEN can let me do so much more with my characters and the Bonus Game; I'm no longer going to update the MUGEN version of the Bonus Game or characters. All updates will only be for IKEMEN. I'll always like MUGEN, but its just too outdated now.
By the way, for those with the latest version of the Bonus Game, I found yet another bug that is too small to make you download another file; when Fog throws a grenade from his motorcycle, it spawns on the ground instead of actually being thrown. To solve this, find State 9504 in the "EnemyStates.cns" file and add this to it:
[State 10000, VarSet]
type = VarSet
trigger1 = FVar(3) != root, const(size.xscale)
fv = 3
value = root, const(size.xscale)
[State 10000, VarSet]
type = VarSet
trigger1 = FVar(4) != root, const(size.yscale)
fv = 4
value = root, const(size.yscale)
This should fix that problem.
Sorry I'm late to upload this I made a video. I can breeze through the whole thing with Jin. I also wish that if you're knocked in the air you could also be hit by someone else but I don't think that's SOR cannon would be a change of pace if considered ( this is just an opinion btw not stressing it). Besides that was trying to knock Mr. X silly with jin's devils dance when I found out this issue. I went back and found I could do it to any character which is kind of unfair in the long run. I wanted to try to see If I could make the characters work on a zaxis stage with four player capability so I could have a nice little minigame but wanted to help squash some issues that I find to make the minigame you made shine more it's pretty awesome as is keep up the good work. To better my results I used the latest uploaded SoRIkemen that was posted on this page.
I have this Jin character. I took a look at the code and found this in various custom states:
[State 3320, Destroy Helpers]
type=DestroySelf
trigger1=IsHelper
This bit of code is causing the enemies to disappear instantly. Its the typical code to prevent sending helpers to custom states, but the SoR enemies here were designed to not have HitOverrides by default (so you can use any attack against them), which unfortunately triggers this.
There is an option to enable HitOverrides for the SoR enemies in the Config file. Look for this:
;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
; ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0
Set the value to 1. This will prevent the issue from occurring for the most part, but some attacks won't work properly as a result.
As for the Juggle issue, yes in the classic games once you are knocked down nothing can hit you until you get up. I kept that behavior here to prevent potentially endless juggles from the enemies (especially since you can't recover from their attacks). The only exception is Mr.X; when firing his Tommy Gun, each bullet used to have a Damage value of 100, but it would knock you down upon a hit, so you'd only be able to get hit once. But characters with HitOverrides would get hit multiple times and take tons of damage as a result. Now, each bullet deals much lower damage, but can Juggle to get about the same damage.
Got an update. Nothing really new, instead this update fixes several issues, and does some balance changes. Links (EDIT: Link changed. See message below:
https://www.mediafire.com/file/ai2947nvnjgf9zn/SoR2IK3.5.zip/file (https://www.mediafire.com/file/ai2947nvnjgf9zn/SoR2IK3.5.zip/file) - With Sound File
https://www.mediafire.com/file/af2f5a1z0vlw5q4/SoR2IK3.5NoSnd.zip/file (https://www.mediafire.com/file/af2f5a1z0vlw5q4/SoR2IK3.5NoSnd.zip/file) - Without Sound File
Changes:
Spoiler (click to show)
Update 43
~Fixed
1. When Fog would throw a grenade, it would spawn on the ground instead of actually being thrown.
2. Akaiho's special behavior icons not disappearing if he runs from battle because a Boss got KO'd.
3. Enemies attempting to use throws from too far away.
4. The defense bonus enemies get from the "Damage Dampener" Tweak option wasn't being reset once an enemy wasn't being hit anymore.
5. Kusanagi's shuriken throw (standing) was causing pop-up-like effects despite not knocking down anymore.
6. If the "Quick KO-Recover" option was on, players were losing too much score on KO, and not losing a big chunk of score when KO'd at 0 lives.
7. Traditional mode ending early if fighting 4/5 enemies at once (using the multiple Bonus Games on the same team method); wasn't waiting for 4th/5th to be KO'd after the enemy strength meter was depleted.
8. The mini-life bars for the 4th & 5th SoR enemies were appearing already partially depleted if the enemy had less than 1000 max life.
=====
~Adjusted/Changed
1. Minimum delay before an enemy can attack increased. (It was abnormally low on higher difficultly levels, or if the enemy Attack rate setting was set high (there needs to be SOME delay to their attacks even on higher difficulty levels)).
2. Reduced life bonus Sub-Elite/Elite/Super-Elite (special effect) enemies get from +25%/+50%/+75% to +15%/+30%/+45%
3. Reduced average enemy spawn delay after one gets KO'd.
4. Hitting an object now instantly spawns the contained item (if there is one), instead of there being a 1 second delay before it appears.
5. The Jammer effect has been changed from the giant black "static" effect to simply causing the lifebars (and extra "lives" + special effect icons) of all enemies to be covered with a white bar/square. Jammer enemies now have +15% bonus life instead of -25% less life.
=====
~Added
1. Getting KO'd at 0 lives will now add 2 lives. Prevents massive score drops from back-to-back KOs at 0 lives.
2. Getting KO'd will now grant you 1000 Power upon "re-spawning".
3. An option to allow enemies to move offscreen has been added. This prevents the main issue that makes the bonus game too easy: enemies trapped in a corner can be combo'd extremely easily.
=====
~Removed
1. Enemy Special effect "Recon" Ability. It increased the enemy strength meter over time, but could extend the game length by an absurd amount on higher difficulties because it was hard to quickly KO the Recon enemy.
=====
~Enemy Move/Stat/Misc Changes
1. Barbon's Punch and High Kick damage increased from 60 to 80. Roundhouse kick damage increased from 80 to 100 (from 40 to 50 for Breaker version). Throw damage increased from 50 to 75.
2. Reduced acceleration speed of all Jet-type enemies' Dive Kick attack (They were way too fast before).
3. When the "Enemy Block Type" setting is set to 4, enemies now become immune to throws after blocking an attack (for a short time if not in Simul mode, until they leave the guard states if in simul mode).
4. Zamza can use his DiveKick attack more often.
5. Enemies that can block now take less damage when blocking (when "Enemy Block Type" setting is set to 0 or 1).
6. Heavily reduced Mr.X's chance of blocking attacks (he can only block once he has "Rage" status from being on his last lifebar).
7. Attack power bonus from special effects no longer apply to P1's self-destruct attack (absurd damage amounts could result; with X-Beserk, the total damage became 1050 if not blocked, which was a 1-hit KO against most characters).
8. Vehelits takes an extra 40 damage when hit now (up from 30).
=====
~Speed Run Mode Changes
1. You can no longer get "fake KO'd" in Speed Run mode. If you take damage in any way, you'll be healed to Max Life once you're no longer being hit (or your Life manages to fall to 50% or less). I didn't like the fact that being KO'd added to the Timer since it would mean the Timer wasn't giving an accurate reading of how long the player took to finish the mode, plus the goal of Speed Run mode is not tied to Score, so getting KO'd and gaining time on the Timer shouldn't be thing since being hit already causes you to gain time since you can't move/attack.
2. The enemy strength meter was being set too high. Is now set to 40. If you are in Simul mode, plus 5 for every team member you have (not counting the first character in the team).
3. The timer now always counts up at all times during a round, only stopping when the round is over, Mr.X's intro is playing, or when Mr.X is KO'd. This fixes a issue where the code to stop the timer (such as when no enemies existed at the moment) wasn't always working, and as such the timer was counting up when the player coudn't do anything to progress, which resulted in inaccurate time tracking.
4. Default value of "Extra damage multiplier" setting increased from 2 to 2.5.
5. The "Boss Life/Damage Multiplier Ratio Fix" option is now set to 2, so that Bosses/Mini-Bosses only get half the bonus life due to the "Extra damage multiplier" setting.
6. Healing items will restore a percentage of Power instead of Life.
This update fixes the two problems I mentioned above, so you don't have to fix it yourself anymore. The Jammer effect no longer looks like a glitchy "fuzz" covering the enemy lifebars, instead simply covering them with a white bar. Speed Run mode also got some major changes so that you'll really be able to speed through it now.
As always, tell me of any issues you find.
EDIT: I found some minor issues. New links have been added, re-download if you already downloaded the previous version. I don't like doing these mini-updates without something noticeable, so I added a new enemy, the Streets of Rage 2 version of Electra (called Reine in-game).
Mini-update changes:
Spoiler (click to show)
1. Fog not leaving the battle when other enemies do if he is on his motorcycle.
2. Increased Defense bonus Bosses & Mini-Bosses get when juggled if fighting 3 or 4 players at once.
3. Mr.X's "get-up" invincibility is not lost if he is fighting 3 or 4 players at once and is on his last lifebar.
4. Aggressive Akaiho enemies' Base Life increased by 100 (Total Base Life is now 900).
5. Enemy special effect icons sometimes not being removed when enemy is KO'd.
6. Damage of Zamza's Suplex attack reduced from 125 to 100.
7. Fixed problem with Electra's Electric Whip attack not playing the "Electrified" sound effect when hitting the 3rd or 4th player in Simul mode.
8. Nora falls faster during her Jump Kick attack (less "floaty" effect).
9. Fixed problem with Rocket never appearing in Traditional mode, and Rocket not able to appear as the 4th or 5th enemy.
10. Big-ben can now use his Roll attack from Streets of Rage 3.
11. Enemies with the Shield special effect were directly taking Life damage if they were hit by projectiles if the "Enemy Anti-Projectile" tweak was active.
12. You (and any allies) are now fully healed before each Boss & Mini-boss fight (This is a reference to how in the games you'd always find a Chicken power-up (two in 2-player mode) before each Boss.) The heal effect also occurs when starting the "Save the general" bonus area and before fighting Mr.X.
13. Slightly increased invincible time of all non-Boss enemies when they get-up from being knocked down.
14. NEW ENEMY: SoR2 Electra (Called Reine in-game. Its one of the different names she can appear with in the games.)
-The SoR2 version of Electra is similar to her SoR3 version, with some differences, which are listed below:
-Reine has 800 Base Life, Electra has 650.
-Reine's Normal Whip Swing is stronger, but hits only once instead of twice (net result is slightly weaker than Electra's Double Whip Swing)
-Reine's Electric Whip starts up much faster, but has less damage & active frames, and has a hefty recovery time (it can't hit when it is retracting). It also extends to max range instead of instantly appearing at max range.
-Reine has a Jump Kick similar to Nora (with the same damage), but doesn't have Electra's "Back Jump Dodge".
-Reine has a bit less walk speed than Electra, and has a lower Attack Rate.
-Reine doesn't have Electra's "Feint" ability. She'll get up normally if you are close to her.
-Reine can enter the fight from above with her Jump Kick attack, exactly like Hakuyo and Tiger can.
EDIT 2: And to complete this, find this in State 21893:
[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 1
loop = 0
[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 301,8
channel = 2
loop = 0
And replace it with this:
[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 1
loop = 0
persistent = 0
[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 2
loop = 0
persistent = 0
This fixes a problem with Reine's "attack voice" playing multiple times during her Jump Kick.
Got another mini-update:
https://www.mediafire.com/file/ebz99wmf1es6kjc/SoR2IK3.75.zip/file (https://www.mediafire.com/file/ebz99wmf1es6kjc/SoR2IK3.75.zip/file) - With Sound File
https://www.mediafire.com/file/n1g159m0bthvutz/SoR2IK3.75NoSnd.zip/file (https://www.mediafire.com/file/n1g159m0bthvutz/SoR2IK3.75NoSnd.zip/file) - Without Sound File
Changes:
1. Fixed major issue with the Score not increasing from hitting/KOing the 4th/5th SoR enemy.
2. Fixed Big-ben going into a non-existent animation at the end of his roll attack.
3. Fixed Bosses taking too much guard damage if the Boss Life/Damage Multiplier Ratio Fix option was set to -1.
4. Reduced chance of Harakiri using his Counter Slash attack. Increased base life by 250.
5. Added cooldown to Electra's/Reine's Shock Whip attack.
6. The Rocket enemy that spawns with Jet has slightly more Life if more than 2 players exist in Simul mode.
7. Added a new "Tweak" option that grants Super-Armor to all Bosses and Mini-Bosses (except Vehelits) ONLY if they are in their Stand or Walking States (and Jumping state for Zamza), and grants them NotHitBy for a brief moment upon attacking. This was specially made for playing with more than 2 players in Simul mode, and should finally allow a way for Bosses/Mini-Bosses to have a chance at fighting back when fighting 3/4 players at once instead of spending 90% of their time onscreen getting stunlocked & combo'd.
*Known Issue: The dark flicker effect for Vehelits when it gets hit isn't working. Mr.X also doesn't flicker yellow when hit while he has Super-Armor from the new option, which is very strange since the PalFX causing that effect doesn't have any trigger on it besides "Time%3 = 0", so why it doesn't work on Mr.X only is still a mystery.
---------------
If you play against 3 or 4 Bonus Games to fight more enemies, you might notice that your score may sometimes appear to quickly increase multiple times after hitting or KO'ing the 4th/5th SoR enemy (the ones with the tiny lifebar above them). This is due to a weird workaround that I had to do to get the score to increase properly.
Back again with another update. This time, there isn't a "no sound file" version because I've added new sounds for a certain feature I've added.
EDIT 12/18: The mode select menu was activating again after a round was completed. Here is a fixed version; re-download if you already have the previous version.
Link: https://www.mediafire.com/file/nlt4tg9mflrjbq4/SoR2IK4.1.zip/file (https://www.mediafire.com/file/nlt4tg9mflrjbq4/SoR2IK4.1.zip/file)
Changes:
1. Invincible time Bosses get upon attacking if the "Super Armor" Tweak is active has been reduced. Defense bonus from Super Armor effect heavily reduced.
2. All Jet-Type enemies are considered to be "Standing" when using their Flying Punch attack (for the normal Jet, excluding his Aerial Breaker vsersion). This fixes a problem where managing to hit a Jet-Type enemy during their Flying Punch wouldn't allow for a potential combo since they would almost instantly go to their special air recovery state for most attacks, which made them invincible for the duration of that state.
3. Reduced chance of Jet using his Breaker attack if the option is on. Since he is harder to pin down than most other Bosses, successful hits on him need to have a higher rate of allowing combos against him.
4. In Ranked mode, the Healing effect is no longer done by "grabbing" the players and sending them into a custom state for the heal, instead done with a "LifeAdd" state controller with IKEMEN's "RedirectID" parameter.
5. Healing after a Rank Up is no longer a full heal, instead it heals 60% of a character's MISSING Life. It was overall very easy to hit Star Rank despite the weaker healing items, so this adds some pressure while still granting a big heal upon Ranking Up.
6. Fixed problem with the Boss music still playing after defeating Jet.
7. Barbon and R.Bear are a bit smarter in deciding whether to use their anti-air attacks.
8. Can now set the "Random Enemy Life Bonus" option to -1 (Normal enemies spawn with a random amount of base life based on which enemy they are), -2 (Makes normal enemies spawn with lower life, but each time a Boss is defeated they spawn with slightly higher life), or -3 (Apllies the -1 and -2 option at the same time).
9. You can now set the "Alternate mode setting" to -1, which will allow you to choose the Bonus Game mode at the start the round. Now you don't have to keep opening the "SetConfig" when you just want to play in a different mode (Do note that all other options stay at whatever values they are set to in the SetConfig file).
---------
A major change I've added is Change #9, which allows switching of the Bonus Game mode at the start of a match instead of having to change the config file every time you want to play a different mode. Do note that it works by pulling whoever is Player 1 into a custom state, where that player can press Left/Right to select a mode, then press Start to confirm. Afterwards that player re-appears from above and the Bonus Game starts.
Some notes about this method:
1. If the Bonus Game is unable to pull Player 1 into a custom state for 15 seconds, it will default to Normal mode to avoid a soft-lock.
2. If Player 1 is AI-controlled, the Bonus Game also defaults to Normal mode.
3. In Simul mode, if one of the teammates is "grabbed" instead of Player 1, they'll be removed from the screen and another attempt to pull Player 1 into the special state will be made. Once the mode has been set (or the 15 second fail-safe activates), the removed teammates will also jump back in from above.
Here is a minor update for characters: https://www.mediafire.com/file/cgxu2u71qckvr9s/12Char4StagePackIK2.zip/file (https://www.mediafire.com/file/cgxu2u71qckvr9s/12Char4StagePackIK2.zip/file)
Changes:
Spoiler (click to show)
===============================
All characters (except Yamato)
===============================
1. Add a new option that shows a tiny version of the character's HUD when playing with more than 2 players in Simul mode and can be set to always appear instead of the usual HUD; this version displays the remaining Blitz Stars, Special Meter, and Grip meter directly on the character instead of at the corner of the screen. Exact method is:
Blitz Stars: Shown above the character with "*#" where # is a number from 0 to 5. Once 5 Blitz stars are stocked, the number display will fade out after a bit to reduce screen clutter.
Special Meter: Shown at the character's feet. Always shown since knowing remaining Special is important due to the Life cost if using Specials without a maxed Special meter.
Grip Meter: Shown to the left/right of the SoR character during grabs based on teamside (Left for Teamside = 1, right for Teamside = 2). After leaving the grab states, the grip meter will remaining for a bit before fading out.
This allows for the SoR characters to be in a Simul mode team of more than 2 players without their HUDs conflicting with other characters. If the current lifebars used show power meters at the bottom of the screen, this option can also be turned on to prevent the custom HUD from covering or being covered by the power meters.
2. Added the IKEMEN-specific movelist file, so you can view the character's moves in-game (Kind of redundant since the characters share so many commands, but I thought it'd be useful. Plus, some characters have some slight differences in their move sets, or unique commands only they can use).
=====
Axel
=====
1. Pausetime of some hits during "Dragon Smash" increased to prevent opponent from briefly moving before some hits could connect, which could result in the enemy slipping out of range.
=====
Skate
=====
1. Speed of all attacks in "Basic combo" increased. Exact changes are:
A. Punch: Start-up time -2 frames, recovery time -1 frame
B. Kick: Start-up & recovery time -1 frame
C. Roller Kick: Start-up time -2 frames, active frames -4, recovery time -4 frames (Cuts total anim time by 10 frames)
This update adds a tiny version of the HUD that can enabled so that if in Simul mode with many players, the HUD of each SoR character (hopefully) won't get in the way of other HUDs. I really like Simul mode and wanted to make sure my characters were as playable as possible in that mode, especially with IKEMEN's new 3/4 player Simul mode. This tiny HUD also is good to use if you are using lifebars that have the powerbars at the bottom of the screen.
Update time! Link: https://www.mediafire.com/file/yz5a42ij9c7bb63/SoR2IK5.zip/file (https://www.mediafire.com/file/yz5a42ij9c7bb63/SoR2IK5.zip/file). This update contains some important fixes.
Changes:
Spoiler (click to show)
~Fixes
1. Fixed major score issue where the points given for defeating Bosses and Mini-bosses were MUCH higher than they were supposed to be if the "Extra damage mulitplier" setting was set above 1 (which it most likely always was since I recommended it should be set to at least 2).
2. Fixed another score issue in the "Save the General" area; the amount of points earned if the General was saved with very low life wasn't scaled correctly.
3. Fixed an issue where items sometimes couldn't be picked-up if the "Auto-PickUp" option was active.
4. Certain PalFX on enemies weren't showing.
5. Zamza would sometimes start his "Upper Slash" attack from under the ground after being hit by certain attacks.
6. Jack wouldn't have an attack delay after "equipping" a knife if he was the enemy spawned from the 3rd or 4th bonus game in Simul mode.
7. Rocket wouldn't have an attack delay after a failed grab attempt or if hit just before his DiveKick attack, if he was the enemy spawned from the 3rd or 4th bonus game in Simul mode.
8. Jet was attacking too quickly after another attack on higher difficulties.
9. When Jet left the fight because Zamza was defeated first during their rematch, he would snap to the ground. Now he properly flies away without doing that.
10. If an Electra or Nora enemy was in their Feint state when a Boss was defeated, they wouldn't run away until leaving that state. This could delay progress for a bit.
11. The special effect icons sometimes weren't being removed upon an enemy leaving the battle (not from a KO).
12. Fixed a problem where enemies wouldn't be able to attack extremely large characters with certain short-ranged attacks despite being very close to them.
13. Shiva's chance of blocking attacks after being hit was way too high (was 100% if in Simul mode against the Bonus Game); the only thing preventing him from blocking non-stop was the block limit in the Config file. Now Shiva can't have more than a certain chance of blocking after being hit; if you are playing in Simul mode, this maximum chance is based on the number of characters on your team, in the other modes, its the lowest possible. Exact maximum chance is 30%, then +15% for each additional teammate. Do note that the actual chance of Shiva blocking is based on difficulty level, the number of players on your team (if in Simul mode), and if the "Enemy Attack Rate Modifier" has been changed.
14. The states the Bonus Game goes to in Normal, Boss-Rush, and Speed Run modes have had their values reduced from the 3000-3700 range to the 1000-1700 range. This fixes a problem related to other characters that have some sort of Combo Breaker-style move; these characters couldn't use their Breaker attack against Super attacks, but they often used a trigger like "enemynear, stateno = [3000,3999]" to detect an opponent's Super, which would detect the Bonus Game as always using a Super attack, which in turn permanently disabled their Breaker attack.
15. Damage all enemies take while in Custom States is now properly tracked and applied instead of the damage being dealt all at once in one big chunk once the enemy is out of a custom state. This not only looks better since you can see the damage being dealt on their lifebar, it also prevents a problem where certain high-damage custom state attacks would incorrectly hit the "max damage in 1 hit" limit (500) since the chunk of damage was effectivly being done in "1 hit" instead of however many "hits" (instances of "lifeadd" state controllers in the custom state, or "targetlifeadd" state controllers from the attacker) the attack did. This is all now possible thanks to the inclusion of "Statedef -4" in IKEMEN.
16. The life value of the Bonus Game character has been reduced from 10000 to 1000. It was set to 10000 because of some issue in MUGEN involving helpers that dropped to 0 life (don't remember what exactly), but this was also causing attacks that deal "percentage" damage (any damage based on the opponents current or max life) to deal very large amounts of damage to the enemies.
---
~Enemy Moves/Stats Changes
1. Slightly reduced damage of P1's Self-Destruct attack.
2. Antonio's Boomerang can't hit again when returning to him anymore.
3. Harakiri's "Counter Stance" duration increased from 1 second to 1.25 seconds (gives you more time to back out of range). Damage resistance during "Counter Stance" increased from 25% to 40%.
4. Hakuyo's Energy Palm attack should no longer miss players standing very close to him.
5. Zamza's Double Slash attack is slightly faster.
6. Enemies with the Stealth effect (if special effects are enabled) no longer deal x2 damage when attacking while the Stealth effect is active.
7. Nora's Jump Kick starts up faster.
8. Kasanagi's Sword Slash is faster.
9. Electra's Double Whip attack starts-up faster.
10. Bruce's Double Whip attack is faster.
11. Tiger's kick starts-up faster.
12. When Jack is "equipping" a knife, he can now use his strong punch against players that get close to him before the spinning knife appears.
13. P1's Dash attack starts-up slightly faster.
14. Jet MKII's throw damage reduced from 225 to 175.
15. Enemies that can block (except Shiva) will now be forced out of their guard state after blocking enough hits when the "Enemy Block Type" setting is 0. This mainly prevents a problem in Simul mode where multiple players could be attacking a blocking enemy, getting them stuck in that state until the safety kicked in and forced the enemy into an invincible knockdown state. Now the enemy will drop their guard after their "Block Charges" are 0. In exchange, the max block charges an enemy can have and the rate at which the charges recharge is by default set higher when fighting with multiple players in Simul mode against the Bonus Game.
16. Ash has been reworked. He now uses sprites, animations, and moves from the playable version of himself, giving him much more variety in attacks (do note that most of these attacks are different from the playable Ash). This also fixes a problem where his palette was too bright.
---
~Speed Run Mode Changes
1. All normal enemies (not Bosses or Mini-bosses) have +500 Max Life. Damage multiplier is set to x3 instead of x2.5.
2. Abadede doesn't get additional extra defense when hit while in the air or lying on the ground.
3. Shiva's chance of blocking attacks is heavily reduced, but he also gets +1000 to Base Max Life.
4. Maximum damage that can be dealt to an enemy in 1 hit increased to 750 (Needed since the damage limit doesn't scale with the damage multiplier, so in Speed Run mode you could reach the damage limit rather easily).
---
~Other Changes
1. The camera no longer follows Jet, Rocket, or Jet MKII upwards (except during the "intro" for Jet). Prevents excessive camera bobbing when multiple Jet-type enemies are on-screen (on stages that can have the camera scroll upwards).
2. Removed the option in the Config file that would increase lives remaining if they were below a certain amount after a round was won.
---
*Known issue*
1. Something is causing Ash's Theme to cut out early.
Changes (IKEMEN Specific):
Spoiler (click to show)
A. Changed
1. Throws from enemies always grant Red Life even if not in Tag mode (this is to be consistent with the default behavior of IKEMEN).
2. The bonus to Max Life Bosses and Mini-bosses get for each team member (on your team) above the 2nd in Simul mode has been increased to 20%. To prevent Bosses and Mini-Bosses from taking too long to defeat because of this, the base damage they can take before they are forced into their invincible knockdown state is increased by 50 for each team member above the first on your team, unless you are playing on a difficulty above Normal, in which case the damage threshold is increased by 60/70/80 for Hard/Very Hard/Mania difficulties.
The last four of the "fixes" are particularly important:
A. Shiva's ability to block any attack for 0 damage was meant to make him tougher, but it also was rather annoying to have almost all your attacks wasted on higher difficulty levels, so I added a maximum block chance to tone that down.
B. I do have some characters with "Breaker" attacks, but they couldn't use them against the Bonus Game because of its State Number being over 3000 and thus counted as "always using a super attack", which the Breaker moves didn't work against. Those characters should now be able to use their Breaker attacks properly.
C. The damage limit was to prevent 1-hit KO's against enemies, but it affected custom state attacks incorrectly. Now no longer a problem.
D. "Percentage" damage is rare, but if it was used against the Bonus Game enemies, they would usually take a huge amount of damage.
Also, Ash has a lot more attacks and should be a much bigger threat than before. But now there seems to be a bug that is causing his battle theme to cut out early (sometimes). I'm not sure why it happens yet. Sorry about that. I'll keep checking to see if I can fix it.
EDIT: One of Ash's new attacks wasn't activating. To fix this, open the "EStates3.cns" file, and go to line 25284 to find this:
triggerall = Time >= 15
Change 15 to 18.
I also forgot to list the new attacks Bonus Game Ash can use, and how the Bonus Game Ash's attacks are different compared to the playable Ash. Here they are:
Spoiler (click to show)
-[All attacks]: Damage reduced.
-Double Slap: Can't hit crouching players.
-Big-hands: Only used as part of a combo from x2 Slap attack.
-Spinning Hammer: Only used as a Breaker attack*, absorbs attacks for 0.5 seconds (with -25% damage taken), then unleashes the invincible attack. *If playing in Simul mode against the Bonus Game with more than 2 players, can use outside of being hit.
-Pride Slide: Slightly faster travel speed/distance, no invincibility. Player-push is disabled. Can't be hit by projectiles. Slightly longer start-up time.
-Booty Bump: Slightly crouches and flickers white for a bit, then uses the attack. Hits once instead of twice. Travel distance is higher. Can't be hit while "charging", then can't be hit by projectiles afterwards.
-Flying Pirouette Kick: The spin at the beginning can't hit, but the travel speed & distance of the kick is much higher. As such, is only used from far away. Player-push is disabled. Can't be hit by projectiles.
EDIT 2: I have something for everyone: A list of all the enemies and their Stats/Attacks: https://www.mediafire.com/file/bzwqx3f9yck89l8/NewEnemyGuide.txt/file (https://www.mediafire.com/file/bzwqx3f9yck89l8/NewEnemyGuide.txt/file). Not much, but I figured some might find it useful.
I also found another issue with Ash; his laugh animation wasn't showing right. You'll need to open the "SoR2.air" file and find this starting from line 7450:
; AshLaugh
[Begin Action 10698]
Clsn2Default: 1
Clsn2[0] = -14, -87, 11, 0
10698,0, 0,0, 7
LoopStart
10698,1, 0,0, 7
10698,2, 2,0, 0
Change that last line showing "10698,2, 2,0, 0" to "10698,2, 0,0, 7".
Alright, I got something big here. Years ago I had an idea to add a new section to the Bonus Game where you'd fight all the Major Bosses again (with a different palette) after first fighting a small group of enemies, which was more or less what the final stage of Streets of Rage 2 was. I even wanted to use explods to "replace" the background so it would look like you were in Stage 8 of SoR2, although it was harder to do than I thought, so I dropped that idea.
I wanted to release it during Christmas as a "gift" of sorts, but I never got around to it. Now, years later, its FINALLY done, and here it is: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file
Changes:
Spoiler (click to show)
Update 46
1. When escaping out of Pummel-type grabs, the enemy that grabbed you no longer gets 15 frames of invincibility.
2. Fixed Barbon using some of his attacks from too far away.
3. Chance of enemies appearing with Special Effects (if option is set to 1, 2 uses a different chance amount) reduced from 70% to 50%.
4. Fixed the "Screen Lock" effect not working in the "Save the General" bonus area.
5. New section added. After winning a round and depleting the enemy strength meter for a second time, instead of jumping to the Shiva fight, you'll instead enter a Boss Rush-like section where you'll fight a weaker version (Sub-Boss) of every major Boss that appeared in Streets of Rage 2, after first defeating a few enemies. What exactly happens in this section is as follows (Note: you'll be healed to max life upon starting the new area):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. The enemy strength meter will be restored by a small amount (if you are in Simul mode, it'll be increased based on your Team Size).
2. Enemies will begin to spawn again. This time, the enemies that spawn will depend on which Sub-Boss you'll be fighting (they'll appear based on the stage the original Boss appeared in, which means mostly SoR2 enemies, although there are some SoR3 enemies that can appear).
3. The Sub-Boss will appear after depleting the Enemy Strength Meter. The Sub-Bosses have the exact same attacks and skills as the original Bosses, but have 30% less Life and a slightly lower attack rate. They also get the same special defensives Bosses do such as being forced into an invincible state if they take enough damage in a combo. Plus, if you are in Simul mode, they'll have assists spawning until the Sub-Boss is KO'd.
4. After defeating a Sub-Boss, you'll be healed for 50% of your max Life and the process will repeat from Step 1 until you defeat the last Sub-Boss (Z.Kusano).
5. Once Z.Kusano is defeated, the Enemy Strength Meter will be restored again (by a slightly larger amount than before), and you'll fight a swarm of Garcia, Donovan, Slum, and Vice enemies.
Once you've defeated the Garcia/Donovan swarm, the rest of the Bonus Game will continue as normal. Note that this "Final Area" is only encountered in Normal mode. Playing in Boss-Rush or Speed Run mode will skip this section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The list of Sub-Bosses, and who they are copies of, are as follows:
1. Isotope/Uranium (Particle/Molecule)
2. Bear Jr. (R.Bear)
3. Vulture (Barbon)
4. Bomber (Jet)
5. Nail (Zamza)
6. Z.Kusano (Abadede)
Now you'll basically "be" in Stage 8 of Streets of Rage 2 after depleting the Enemy Strength Meter in the second round (comeplete with Stage 8 music), fighting some amount of enemies, then a Sub-Boss. This is the first update in a long time that has actually has added something major to the Bonus Game; I hope you enjoy it.
I'd also like to thank everyone who took interest in this Bonus Game, whether you posted in the original topic, this one, or even made a Youtube video of this Bonus Game. Its been 8 years (I can't believe it) since I posted the original, and 46 updates later, its become an absolutely massive Bonus Game, which all started because I wanted a good "Beat-em Up" style bonus game for MUGEN, but most I found were either very simple, overly difficult, or just poorly coded.
With this ultra late Christmas preset finally complete, I also want to say that I probably won't be updating this Bonus Game much anymore outside of bug fixes. Its not that I'm tired of it, its just that I've crammed so much into it that I don't think I have anything left to add. I'm glad I was able to make something so many people found fun despite the Bonus Game taking a very long time to complete.
Thank you all once again. I tested this update lots of times to make sure the new area works correctly, although knowing me I may have overlooked something. If anyone finds a problem, please let me know.
Finally, some things about the new area some people might wonder about:
1. I know a Jet copy didn't appear in Stage 8 (probably because he appeared as a normal enemy in earlier stages in Streets of Rage 2). I included Bomber because I wanted to have all the SoR2 Bosses in the new area.
2. Non-SoR2 enemies appear here for more variety.
3. The music for the area besides the "intro" of the song is loaded with IKEMEN's new "PlayBGM" State Controller, which is why there is a brief moment of no music when the "intro" part of the song finishes playing (and it seems this also causes it to not loop perfectly). I included the main part of the Stage 8 theme this way because including it in the sound file would have added 12.9 MB to the file size, plus the song wasn't looping for some reason when played with a "PlaySnd" with "loop = 1" (maybe because the size triggered some IKEMEN bug?).
EDIT: I found some issues, here is a "Micro-Update": https://www.mediafire.com/file/pale3sl98lhxz13/MicroUpdate1.zip/file (https://www.mediafire.com/file/pale3sl98lhxz13/MicroUpdate1.zip/file)
Instead of the whole Bonus Game folder, this only contains the files I changed. Copy these files into the Bonus Game folder, replacing the ones already there, to apply the Update.
Boyboyz's Rugal XV char makes enemy disappear with genocide cutter and grab based moves.
Quote from: Adnan on April 06, 2023, 05:26:18 PM
Boyboyz's Rugal XV char makes enemy disappear with genocide cutter and grab based moves.
Its an unfortunate "problem" with certain characters that remove Helpers to avoid the "character clone" glitch, but it screws up the Bonus Game as a result.
To fix this, open the "SetConfig" file and look for this:
;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
; ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0
Change the value from 0 to 1. This will let you use the "problematic" characters against the Bonus Game at the cost of some attacks not being able to hit the enemies.
Its been a while. Here is another update. I found some rather big issues with the Bonus Game, so I'm back to fix them.
Link: https://www.mediafire.com/file/liwu0ro6wcw0lly/SoR2IK7.zip/file (https://www.mediafire.com/file/liwu0ro6wcw0lly/SoR2IK7.zip/file)
Changes:
Spoiler (click to show)
~Fixed
1. If Mr.X was KO'd while guarding, he wouldn't go into the proper KO states, causing the game to get stuck.
2. In Traditional Mode if fighting against 3 or 4 Bonus Games at once, the 4th and 5th enemies wouldn't stop spawning once the enemy strength meter was empty.
3. Various debug flood happening.
4. The Control Panel in the Police Chief/General should now stick to the right side of the screen when playing on stages that can zoom out.
5. No enemies were appearing in the Police Chief/General bonus area if you were playing in Single mode.
6. "Fake KO'd" characters would very rarely enter the Fake KO states multiple times back-to-back, causing a huge drop in lives. (Real hard to pin down why this happens, so I'm not sure if its actually fixed).
7. Some Mini-Boss assist enemies continuing to spawn after the mini-boss has been defeated.
8. Ash's forward slam wasn't giving Power or Red Life.
9. When fighting Mona/Lisa with more than 2 players, Mona could perform Team attacks with the assists that spawned instead of Lisa, causing the assist to turn into Lisa for a bit before returning to normal.
10. Yasha wasn't getting a defense bonus if the "Boss Life/Damage Multiplier Ratio Fix" option was set to -1, making her very easy to defeat.
~Adjusted
1. Enemies that can Guard will only lose a "block charge" (if Block Type is set to 0 or 1) if the Base Damage of the attack is at least 20. Prevents moves that consist of multiple weak hits from quickly breaking through the enemies block charges and in turn disabling their Guard for a bit.
2. Slightly reduced the defense bonus Bosses/Mini-Bosses get when they are hit while in the air and you are in Simul mode (Abadede/Z.Kusano always get this bonus even if you aren't in Simul mode).
3. Reduced the life bonus Bosses and Mini-bosses get from Hard difficulty or higher by 50%.
4. Reduced Base Life of the Control Panel from 6000 to 4000, increased damage the gas does to the General and players/enemies, slightly increased the rate the gas meter increases, and increased the damage the gas meter takes when the Control Panel takes damage. The aim of this change is to make this section less dull. Note that if playing with more than 2 players in Simul mode, the Control Panel still has a very large amount of life.
5. Mona/Lisa get a slightly bigger life bonus when fighting more than 2 players.
6. Added cooldown to the Boss Breaker attacks to prevent back-to-back breakers (3.5 seconds for Abadede/Z.Kusano/Harakiri, 5.5 seconds for all others except Shiva (who already had a cooldown for his Breaker attack)).
7. Boss life drop when playing on Easy or Very Easy slightly reduced.
~Enemy Attack Changes (Base Power of attacks)
1. Power of Abadede's Suplex reduced from 330 to 300, BodySlam reduced from 230 to 200, and Punch reduced from 360 to 320.
2. Power of Mona's/Lisa's Team Lift Kick reduced from 350 to 300.
1. Power of Shiva's Slam reduced from 200 to 150.
~Misc Changes
1. Added an option in the config to adjust all Boss and Mini-boss life & damage dealt by a percentage.
2. Enemies that walk onscreen spawn slightly more offscreen. Helps prevent them from simply snapping into play when playing on a stage that can zoom out.
3. Slightly reduced volume of the SoR2 Stage 8 theme that plays once you start the "Sub-Boss" area.
A critical bug involving Mr.X being "guard KO'd" was fixed (if using the default IKEMEN guard system, forgot to mention that in the update notes). That wasn't cool when that happened to me, and considering it takes so long to complete the bonus game, I couldn't just leave that there.
Another thing I added was the ability to change all Boss & Mini-boss life and/or damage by a percentage. I think that most Bosses have a bit too much life and not enough damage, making the fights kind of boring. You can now set these new values to your liking. Ideally, reducing their life and increasing their damage should make for more intense fights.
Ahoy, not quite sure what's going on, but the latest update's mediafire link is broken.
Quote from: kingkunio on November 03, 2023, 02:53:24 AM
Ahoy, not quite sure what's going on, but the latest update's mediafire link is broken.
Well this is a double dose of problems. I was going to just upload a new version of the Bonus Game with some minor fixes to replace this link, but I'm currently on a Mobile HotSpot (true internet is down), and apparently Mediafire doesn't like the very slow upload speed; when I try to upload the file the progress keeps resetting.
So at the moment, I have another way. Here is the update, except 2 files are excluded to reduce the file size (the "SoR2" AU Format Sound file and the "SoR2FinalLevelTheme" MP3 file) so that this can actually upload properly: https://www.mediafire.com/file/roxt36knfvtfijs/SoR2IK7.1NoSnd.zip/file (https://www.mediafire.com/file/roxt36knfvtfijs/SoR2IK7.1NoSnd.zip/file)
Once this is downloaded, download Update 6: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file (https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file). Then take the 2 sound files listed above from this folder and move them to the updated Bonus Game Folder with the missing sound files.
Here is the small update notes for this "patch". Do note that with this patch the newest version of IKEMEN is now needed:
~Fixed
1. If the "Boss Breaker" tweak was on, Jet was sometimes becoming invincible but not actually using a breaker attack.
2. If the "Idle Super Armor" and "Boss Breaker" tweaks were on, Bosses weren't affected by the Breaker attack cooldown in their Super-Armor state and as such could spam Breaker attacks.
~IKEMEN Specific Changes
A. Due to the change in how Red Life works in IKEMEN GO v0.99.0, certain enemy throws have been fixed to give the proper amount of Red Life.
B. Also due to the Red Life change, the life bar in Tag mode has been fixed to properly display Red Life.
C. The new "GlobalNoKO" AssertSpecial flag is now used to prevent players from being really KO'd and out of the fight (VERY helpful for characters that can inflict self-damage, and even more important in Simul mode for characters who can damage not only themselves but their allies as well).
Whoa, can't believe its been a little over a year since my last post, but I'm back with a rather important update, for both the Bonus Game AND the characters.
Bonus Game: https://www.mediafire.com/file/j9o1v7fxfnjrr6f/SoR2IK8.zip/file (https://www.mediafire.com/file/j9o1v7fxfnjrr6f/SoR2IK8.zip/file)
Characters: https://www.mediafire.com/file/6k8677tozez2sek/12Char4StagePackIK3.zip/file (https://www.mediafire.com/file/6k8677tozez2sek/12Char4StagePackIK3.zip/file)
Bonus Game changes:
Spoiler (click to show)
*Important Change: Replaced all "GetPlayerID()" triggers so that the Bonus Game works in the nightly/future versions of IKEMEN. This also now allows the Bonus Game to be function properly if it's Teamside is 1 (it can be "Player 1" now).
1. Seeker can now be affected by throws or other custom-state attacks. Do note that it will explode as soon as it is out of a custom state.
2. The rate of healing from the special effect "Regeneration" on enemies will now be reduced by 75% once 1000 life has been healed. Prevents enemies from potentially becoming undefeatable (or just hard to KO) by characters with low attack power.
3. The setting for enemies to use the standard guard system now uses the IKEMEN AssertSpecial flag "AutoGuard" instead of the previous weird coding.
4. Fixed some enemies disappearing when defeated in custom state attacks.
5. Fixed objects (the ones containing items) appearing bigger than normal when hit and falling offscreen. These objects also will now always contain an item.
6. Removed the "Anti-projectile" special effect that enemies can spawn with if enabled.
7. Fixed enemies with the "Sub-Elite", "Elite", or "Super-Elite" special effects giving too little extra points.
8. If your teammode is Tag mode, when reaching a point where you are automatically healed (such as the Start of a Boss fight), your team receives 50% less direct healing, but the remaining 50% healing is added as red life, just like when picking up healing items. This also fixes a problem where this auto-heal effect wasn't affecting tagged-out team members.
9. When respawning from being "Fake KO'd", the amount of Power (Super Energy) you get is now either 1/3 of your Max Power or 1000, whichever is lower, instead of always being 1000.
10. Added an option to allow certain enemy attacks to use the special "electrified" and "burned" animations that some characters may have. See the file "AdvancedGuide" for more info.
********************
In Progress
********************
These changes aren't active yet, but will be added in a future update.
A. The lifebars for the 4th and 5th enemy (if they exist) will be shown under the main lifebars for the first 3 enemies, with a new "mini" look instead of the previous tiny life bar version.
B. When playing with 3 or 4 players against the bonus game, there will be more assists for Bosses/Mini-Bosses (assuming there are 3 or 4 bonus game characters to match).
C. When playing in Tag mode against the Bonus Game, a new player HUD will be used that properly shows all lifebars and who is currently active/inactive.
Character changes:
Spoiler (click to show)
===============================
All characters
===============================
1. Replaced all "GetPlayerID()" triggers so that the characters work in the nightly/future versions of IKEMEN.
===============================
All characters (except Yamato)
===============================
1. It is now possible to combo into the "Forward+Y" special move from most Blitz attacks (some character's attacks have slightly different behavior):
*Max: Can't combo from Lv.2 or Lv.3 Blitz attacks (due to them being grabs).
*Shiva: He and his target will snap back to the ground upon use. Shiva's target will also be stunned as if comboing into a Lv.2/Lv.3 Blitz attack from a Lv.0/Lv.1 Blitz attack.
*Roo: If comboing from a Lv.2/Lv.3 Blitz attack, Roo and his target will snap back to the ground and Roo's target will be stunned.
*Mr.X: Can't combo.
2. Upwards knockback of various aerial attacks reduced to make juggling harder (damage could be racked up pretty fast before).
3. Minimum damage of all hypers is always 50% of original damage even if the "Ability Up" option is off.
4. Fixed Y-Special attacks increasing Red Life instead of reducing it when used without a maxed special meter.
5. Fixed certain throws giving the opponent Red Life instead of reducing it.
6. Power given to opponent upon hitting them heavily reduced.
7. All Hypers can now hit opponents in a L-type state (liedown).
8. Healing items that appear when hitting an opponent (if Ability Up is on) appear less often.
9. When fighting the SoR Bonus Game in Speed Run mode, the Y-Special attacks now deal reduced damage based on your Special meter (1 missing bar = 1/6 less damage). Since you can't get KO'd in Speed Run mode, this fixes the slight exploit where you could spam Y-Special moves with no negative effects.
10. The "Ratio Damage Mods" settings in the Config file have been removed, and are no longer needed now that the characters current attack value can now be read with the "attack" trigger. (You don't have to change each character's config file anymore if you change the default Ratio settings).
====================
Axel
====================
1. "Spinning Bare Knuckle" and "Spinning Bare Knuckle+" no longer pass through opponents. Prevents Axel from sliding too far from opponents and potentially missing some hits of those attacks.
2. "Bare Knuckle" & "Bare Knuckle+" now hit 6 times again.
====================
Adam
====================
1. "Spinning Knuckle" & "Spinning Knuckle+" no longer pass through opponents. Reason is the same as for Axel.
====================
Max
====================
1. Attack power boost removed from "Ability Up" option, instead Max now gains +15% to defence (up from +10%). Max already had naturally high power, so this was causing him to deal way too much damage.
2. The air attacks "Elbow" and "Dropkick" have had their damage values swapped.
3. The base damage of the second hit of Thunder Tackle has been reduced from 150 to 120.
====================
Skate
====================
1. Made a change to "360 Attack" so that the max number of hits is 5. Previously could be varied depending on which frame you landed the first hit on.
2. Added missing sprites to his "rolling" animation used for his Blitz attacks.
====================
Dr.Zan
====================
1. Added a CLSN1 box to his "ShoulderTackle" attack to make it easier to hit with.
2. Added a tall CLSN1 to "PipeSpin" Lv.2 hyper so the attack can't be avoided simply by crouching. The attack also travels further now.
3. "Electric Reach" starts up faster.
====================
Shiva/Ultra Shiva
====================
1. Second hit of "Final Crash" & "Final Crash+" has had its hittime parameter increased from 4 to 30. Fixes problem where it was possible for the opponent to regain control before the third hit.
2. Air attack "Downwards Kick" can't be recovered out of anymore.
3. The downwards kick animation Shiva uses for "Jumping Reverse Kick" and "Jumping Reverse Kick+" has an extra CLSN1 box to prevent the attack from missing some characters when used up-close*.
4. Some CLSN1 boxes on the second half of "Jumping Reverse Kick+" have been made larger to prevent the attack from missing up-close*.
*When using the normal .air file.
====================
Mr.X
====================
1. Size of CLSN1 box of the Kick attack during the "Basic Combo" increased, and "Riflebutt" has a larger CLSN1 box when used as part of the "Basic Combo". Helps prevent the combo from not connecting properly.
2. Amount of bullets fired during "Super Tommy Gun" doubled. It was rather low damage overall unless used up-close.
3. "Burst Fire" and "Super Tommy Gun" attacks no longer deal guard damage.
====================
Yamato
====================
1a. The weird system where if you lost a round to Yamato you only had to fight the Yamato you didn't defeat has been removed; Yamato now always fully "resets" if he wins a round and isn't in Turns/Ratio mode.
1b. In Turns/Ratio mode, the current Yamato will now be set based on his remaining life at the start of a round. (Example: Yamato 2 is out and wins. The life recovery effect from winning in Turns/Ratio mode pushes his life above 2/3 of his max. In the next round, Yamato 1 will be out again).
2. Max air-speed (forward/backward movement) of Yamato when he jumps increased by 50%. Air-speed acceleration increased by 30%.
3. Fixed a problem where Yamato could guard against attacks.
4. If the "Difficulty Adjustment" option is on, Yamato loses slightly more defense if the AI setting in the options menu is below 8.
5. Yamato's special KO effect will now be used if he is the last character on his team in Turns/Ratio mode and loses.
I've been keeping up with IKEMEN and know that it has removed a certain trigger that my Bonus Game and characters used, making them unplayable in the nightly versions (they would just crash the program).
It took quite a while, but this update replaces those triggers, allowing the Bonus Game and characters to work again in the current nightly version of IKEMEN as of December 2, 2024, and I tested each character plus the Bonus Game to make sure they actually worked. There are several balance updates to the characters too.
As always, if there are any problems, tell me so I can fix them.
Chrome tells me the bonus game is a virus.
That is concerning, but I run virus scans daily. There shouldn't be anything wrong. I even downloaded the Bonus Game from the link and checked it for viruses. Nothing was there.
Is anyone else getting virus alerts from the download? Please tell me if so. If somehow there is a virus, I need to take down those links before anyone else downloads the files.
I would bet an arm it's a false positive based on the cmd file.
cmd is a dogshit extension, consider replacing with cns/txt/anything
https://mugenguild.com/forum/topics/stop-using-cmd-command-files-143302.0.html
https://github.com/ikemen-engine/Ikemen-GO/discussions/947
I should acknowledge that chrome and edge won't even let the file touch the downloads folder. I don't have any third party AV running.
Update: I used Firefox and got it.
EDIT: Seems the first bosses respawning is character dependent, and telltale sign the respawn happens is if a high hp enemy doesn't spawn before the bosses
Hey all. I found some problems with some of the SoR characters (Adam, Blaze, Roo, and Ash) not having their "Tiny" HUDs working correctly, so here is a small update. I've also replaced the .cmd files for the characters and Bonus Game with .txt files, which hopefully will stop some browsers from thinking the downloads are viruses.
Bonus Game: https://www.mediafire.com/file/0yafr1xid494no0/SoR2IK8Alt.zip/file (https://www.mediafire.com/file/0yafr1xid494no0/SoR2IK8Alt.zip/file)
Characters: https://www.mediafire.com/file/wdj3b5d8v1wyeil/12Char4StagePackIK3Alt.zip/file (https://www.mediafire.com/file/wdj3b5d8v1wyeil/12Char4StagePackIK3Alt.zip/file)
The Bonus Game hasn't had any changes besides the .cmd file being replaced.
So nice to see you still updating your Bonus Game.
I know you're not updating the old MUGEN version (and I don't use IKEMEN), so maybe this feedback on the old version is redundant, still...
(https://i.imgur.com/wC8kqRe.png)
Boss fight against Vehelits, turn off foreground objects of the stage too.
Maybe use in the fight against Vehelits the alien egg objects as Power-Ups for the fight.
(https://i.imgur.com/VDsonVK.png)
Any chance to recreate the mist/fog effect?
Hi, so when in tag mode, the bosses and minibosses don't show up for some reason... the configuration is set to 0 so it should have the bosses and mini bosses show up right?
Sometimes the bosses will respawn after they've been defeated. Mainly the first 4 minibosses and Barbon.
Perfect work on this mini game, 1 hour to finish it, very fun to play by old and new gamers!
For Variety could some of the barrel and/or crates fade into existence rather than just dropping? Also would be nice if you and Lasombra Demon could get together for a stage with those invisible walls that you could lock the characters in as a psuedo-progression type thing.
Howdy, thanks for sharing this fun bonus game. I like to use it alot when testing characters.
With this new update though, I unfortunetly can't use it anymore. The first wave of bosses constantly respawn, and I cant make any progress. Ive noticed the SoR2 life bar doesnt budge when i finish off the first 4 bosses, and then they respond back in.
Hi again all. It seems that some people are experiencing a glitch that is causing the first set of mini-bosses to constantly respawn after being defeated. However, I can't recreate this issue myself; I've played multiple characters against the bonus game and defeated the first 4 mini-bosses and haven't had any problems. I've also played against the Bonus Game using the latest nightly build of IKEMEN GO and still haven't encountered the issue.
Apparently this bug only happens with certain characters. If anyone has run into this bug, could you give me more info in the following format?:
1. Which character was being used? (And a link to the character if possible)
2a. Do you know if the character has lots of attacks that use custom states? (These often cause strange things to happen to the Bonus Game)
2b. If there are, does the bug still happen when the "Enemy Hit System" option in the "SetConfig" file is set to 1?
3. Was this the stable version of IKEMEN (v0.99.0) or the nightly build?
4. Are there any other weird things that happen with the Bonus Game while fighting it with this character?
I want to find out why this is happening and fix it if possible. I've been updating this Bonus Game for 10 years, and I don't want all that effort to go out the window.
I've had this bug with OHMSBY characters, Kazecat's characters, and Pots's characters. It might be a nightly related bug. I could go back to 0.99, but it's extremely difficult to do since the nightly has more features and the addons only work on the nightly build.
Ive found my culplrit. dashcancel.zss. Can confirm that i cant dash cancel when playing the mini game, and the first bosses respawn infinitly with it on. Turned it off and it progressed as normal. Ill do a full run through to make sure. I am on the Ikemen Nightly build as well, and use similar characters, albeit alot more. Ive got a ridiculously crowded roster lol
Thanks for responding pal
Ah, poopy. That explains why you couldn't dash cancel while playing the mini game.
is it possible that after finishing the bonus this load a fight with a normal chars of the mugen?(a chars defined as final boss which would come out of the bonus and load a normal stage with a chars that I would decide)), Or that will load another bonus?. You can create story modes if you could do this, and it would be really good.
first long scenarios for later fights against a final boss (a normal ikemen chars with better i,a.y that could be spliced ​​when finishing a bonus with all other bonuses or final bosses we wanted. Does anyone know how to do it?.
we could create dbz, or naruto with many enemies, it would be fantastic. I love this game mode
Quote from: Availion91 on May 13, 2025, 01:40:26 PM
Ive found my culplrit. dashcancel.zss.
So I've taken a look at this and have confirmed that this system is causing the infinite boss glitch. But there is a simple fix; open the dashcancel.zss file and look for this on line 127:
ignorehitpause if roundstate = 2 && (teamside = 1 || teamside = 2) {
replace it with this:
ignorehitpause if roundstate = 2 && (teamside = 1 || teamside = 2) && (name != "SoR2") {
This prevents the glitch from happening.
Sorry for the late response, swamped with life stuff. Can confirm your fix worked, its working just fine now, now infinite spawning mini bosses. Thanks again for the help, I really enjoy your mini game! Just wanted to ask, have to looked into the nightly Ikemen update with the new Z-axis stuff? :deal2:
Time for an update! This is mostly a huge balance update; for a long time I've been trying to balance the difficulty and length of the Bonus Game in Normal mode. While Normal mode isn't meant to be fought all the time (just from Quick Match mode), its still a lot to have someone sit there for around a whole hour just for 1 Bonus Game. Also, most Bosses (and some Mini-Bosses) have this problem of having rather low damage output with large amounts of life. This causes one of the biggest time-sinks; Bosses take too long to defeat because of their high Max Life, while they usually aren't much of a threat damage-wise because of all the healing items appearing.
With this update, most Bosses and Mini-Bosses have lower life than before, but many have increased attack damage (especially Bosses). This hopefully makes them not as much of a slog to fight against, while also making them an actual threat. Abadede is a slight exception; his damage was already high and wasn't changed, but he still got a big max life reduction.
In addition to balance changes, there are also a few bug fixes, and there is a new config file to change some extra things. One notable thing here is the addition of a new system for Bosses and Mini-Bosses called the "Boss Damage Buffer" system. With this, you can make it so that after taking a certain amount of damage, Bosses and Mini-Bosses will take reduced damage until they aren't being hit anymore. This acts as an alternative to the other system where Bosses/Mini-Bosses are forced into an invincible knockdown state after taking too much damage, which can be rather disruptive for combo-heavy characters; you can also now change the required damage for this to activate or even disable it (be sure to do so if using the new Buffer system). Do note that the "Boss Damage Buffer" system needs to be enabled in the "Enemy Modifiers" setting (previously called "Enemy Tweaks").
There is also a few other adjustments and fixes here as well. A special HUD has been added when playing against the Bonus Game in Tag mode, so you can now track your allies' life.
Link: https://www.mediafire.com/file/lwzfadu8fkk12io/SoR2IK9.zip/file (https://www.mediafire.com/file/lwzfadu8fkk12io/SoR2IK9.zip/file)
Changes:
Spoiler (click to show)
Update 49 (9/19/2025)
=============================
~General Changes/Fixes
=============================
1. Enemies that can block no longer take further reduced damage if hit repeatedly.
2. Fixed objects sometimes not containing an item in Speed Run, Traditional, or Ranked modes.
3. Chance of the 1-Up item appearing from an object decreased. Default starting lives set to 4.
4. Removed option to let enemies pick up items, and the "Quick KO" option for players (they were causing some problems).
5. Added new item: "Large Triple Gold Bars" - Worth 10000 Points. In Speed Run or Ranked mode, this item gives 3000 Power, while the other Gold Bars item now gives 2000 Power.
6. Halved the distance objects & items can be offscreen before they despawn.
7. Slightly increased chance of weaker healing items appearing over stronger ones.
8. Enemy special effects that increase their max life now grant a fixed amount instead of increasing by a percentage. Helps prevent higher life enemies from becoming unreasonably durable, especially on higher difficulty levels.
9. Fixed problem with enemies being too hard to hit when affected by certain custom-state using attacks.
10. Fixed problem with most enemies' CLSN2 hitboxes in their standing hit animations being smaller than their Idle animation's hitboxes, causing some attacks to miss when they would have otherwise hit. Also made the CLSN2 hitboxes of their air-hit animations slightly bigger to make hitting them in the air easier.
11. When a fight with a Mini-Boss starts, the amount of healing received has been reduced by half.
=============================
~Tag Mode Changes
=============================
1. The amount of Life healed by items is now divided by the number of characters on your team, with the "removed" healing added as Red Life. This is to encourage more tagging out and playing as the other characters instead of 1 character being able to stay out all the time because of the constant healing from items. (This actually doesn't change anything for tag-teams of 2 since Life/RedLife gain was already 50/50, but tag-teams of 3 or 4 will now gain more Red Life than normal Life).
2a. The way healing is received when a Boss fight starts is slightly different; only the currently active character is fully healed. The other characters who are not active instead gain Red Life equal to a percentage of their max Life; the percentage is based on Team Size:
-2 Players: 100%
-3 Players: 50%
-4 Players: 33%
2b. When a Mini-boss fight starts, or a Sub-Boss is defeated, the healing for the active character is 50% of max Life instead (because of change #11 above), and the Red Life gain for the inactive players is also halved:
-2 Players: 50%
-3 Players: 25%
-4 Players: 16.5%
3. A new HUD is now used for players. The active player's life bar appears at the top while the inactive player's lifebars appear as smaller versions below the larger one. The "portraits" are also color-coded to make it easier to tell who is which player (Player 1 = Blue, Player 2 = Red, Player 3 = Green, Player 4 = Yellow).
=============================
~Scoring Changes
=============================
1. Fixed amount of Points earned being too low if the "Extra damage mulitplier" setting was above 1 (which by default it was).
2. In Traditional Mode, the percentage of Points lost from being KO'd increased to 5% of current score.
3. In Normal and Boss Rush modes, the percentage of Points lost from being KO'd with at least 1 Life remaining reduced from 3% to 2% of current score, but the percentage of Points lost from being KO'd at 0 lives increased from 25% to 50%.
=============================
~Enemy Changes
=============================
----------------------------------
Various enemies
----------------------------------
1. Some enemies that have grabs were able to grab from quite a distance away. This has been fixed.
2. Reduced bonus to max Life Bosses & Mini-Bosses get from difficulty levels above Normal (except for Mr.X).
----------------------------------
Normal Enemies
----------------------------------
*Fog
1. Duration of explosions from grenades and motorcycles reduced to be more accurate to Streets of Rage 2.
*Big-ben
1. Fixed Big-ben's roll attack being unable to cause a "fake KO".
*Slum
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).
3. "Kick" damage increased (50 --> 60). Attack speed increased.
*Vice
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).
*P1
1. Dash attack speed is 50% faster, and can start the attack from further away.
2. "Laser Shot" damage increased from 50 to 80.
3. Fixed problem where P1 could self-destruct early if it spawns with low max life. Now it must have 95% life or less to do do.
*Rocket
1. Fixed "slam throw" giving red life instead of reducing it.
2. No longer flickers when getting ready to attack when fighting with Jet MKII.
*Cody
1. KO'ing Cody will now instantly give an extra life instead of creating a 1-up item and requiring it to be picked up.
2. Delay before Cody can appear again after being KO'd increased from 6 minutes to 8 minutes.
----------------------------------
All Bosses (not Mini-Bosses)
----------------------------------
1. Guard damage of attacks (except for Mr.X's bullets) increased from 15% of hit damage to 30%.
2. Most Bosses will now prefer using Grabs at very close range instead of any other (usually slower) attack.
3. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (assuming the amount of Bonus Games characters is equal to the number of players).
*Barbon/Vulture
1. "Punch" & "High Kick" damage increased from 80 to 100.
2. "Roundhouse" damage increased from 100 to 120.
3. Throw damage increased from 75 to 100.
4. Base Life reduced from 1750 to 1300. For Vulture, from 1050 to 910.
*Jet/Bomber
1. "Flying Punch" damage increased from 125 to 150.
2. "DiveKick" damage increased from 175 to 200.
3. Fixed problem with Jet snapping into play from his intro instead of smoothly flying in from the side of the screen.
4. Fixed "slam throw" giving red life instead of reducing it.
5. Base Life reduced from 1250 to 1000. For Bomber, from 750 to 700.
*Zamza/Nail
1. "Double Slash" total damage increased from 80 to 120.
2. "Slidekick" damage increased from 60 to 100.
3. "Rolling Slash" damage increased from 80 to 100.
4. "Upper Slash" damage increased from 100 to 160.
5. Base Life reduced from 2000 to 1500. For Nail, from 1200 to 1050.
*Abadede/Z.Kusano
1. Adjusted the distance that Abadede uses certain attacks from.
2. Fixed Z.Kusano turning into Abadede for a bit when his pummel attack ended.
3. Base Life reduced from 2500 to 1800. For Z.Kusano, from 1500 to 1260.
*R.Bear/Bear Jr.
1. "Quick Jab" damage increased from 40 to 50.
2. "Strong Punch" damage increased from 50 to 80.
3. "Slide Punch" damage increased from 80 to 140.
4. Jump Attack damage increased from 100 to 150.
5. "BodyPunch" damage increased from 50 to 80. Start-Up and Recovery time slightly reduced.
6. "Uppercut" damage from 80 to 150.
7. Base Life reduced from 2750 to 2000. For Bear Jr., from 1650 to 1400.
*Particle/Molecule/Hydrogen/Uranium
1. "Metal Flail" damage increased (100 --> 120).
2. "Laser Shot" damage increased from (60 --> 120). Animation changed & Projectile speed doubled to be more SoR2 accurate.
3. Jump start animation time decreased from 16 frames to 12 frames.
4. New attacks:
"Crushing Stomp" - Performs a much higher jump than usual. If a player is below him, suddenly decends fast to stomp on that player (Power: 150).
"Electric Field" - Starts to repeatedly flip directions while flashing yellow, then creates an electric field around itself. Invincible for the whole move. Only used up-close. (Power: 150).
5. Base Life reduced from 2000 to 1500. For Hydrogen/Uranium, from 1200 to 1050.
*Shiva
1. Fixed Shiva's Slam attack from his grab dealing more damage than normal until his remaining Life fell to 1000 or less.
2. If Shiva is forced into an invincible knockdown state (either from a player being KO'd or the damage limit system), he can't using his "Air Kick" while getting up from it. Prevents a cheap hit from happening due to his instant get-up passive.
*Mr.X
1. During his "Basic Combo" attack, damage of both Punches increased from 20 to 40, and damage of the Kick increased from 40 to 70.
2. Throw damage increased from 80 to 100.
3. Guard damage taken from bullets fired increased from 1 to 3.
----------------------------------
Mini-Bosses
----------------------------------
*All Mini-Bosses
1. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (just like with Bosses now). All normal enemies also now run away after the Mini-Boss is defeated instead of needed to be defeated.
*Souther
1. Base Life reduced from 1000 to 900.
*Bongo
1. Base Life reduced from 1200 to 1000.
*Warrior
1. Base Life reduced from 1400 to 1100.
*Bruce
1. "Low Whip" attack animation is faster.
2. Base Life reduced from 1400 to 1300.
*Vehelits
1. Fixed Vehelits and its background not being centered properly when playing on stages that can zoom out.
2. Foreground stage elements are now disabled while fighting Vehelits.
*If you prefer this not to happen, open the "SoR2Main.cns" file, and at the very bottom on line 37389 you'll find the code for this. Comment out or remove this bit of code to disable this effect.
*Mona/Lisa
1. New attack: "Bounce Kick" (Quickly high jumps then flies downwards with a kick).
2. During their "Acrobatics" team attack, the speed of the jumps are much faster.
*Harakiri
1. "Phantom Slash" damage increased (100 --> 150). Guard damage up from 15 to 112.
2. "Counter Slash" damage increased (200 --> 250). Guard damage up from 30 to 187.
3. "Shuriken" projectile speed increased. Guard damage up from 15 to 75. Delay before shuriken is actually thrown slightly increased.
4. Base Life reduced from 2250 to 1750.
-Harakiri might be the most predictable enemy in the game. Combine that with low guard damage on his attacks, and he was actually a joke of an enemy. This change aims to make him much more of a threat by ramping up his guard damage so that players can't just block all his attacks then counter-attack for big damage. Now, actively dodging his attacks is pretty much required.
*Ash
1. "Spinning Hammer" - Damage increased (50 --> 80). Duration of "attack absorb" state increased (0.5 secs --> 1 second).
2. "Pride Slide" - Damage increased (60 --> 80)
3 "Flying Pirouette Kick" start-up time increased from 12 frames to 18 frames.
4. Base Life reduced from 2100 to 1900.
*Jet MKII
1. No longer flickers when getting ready to attack.
2. "MK Bombs" attack now always fires 3 bombs, and the bombs are fired slightly faster.
*Onihime/Yasha
1. High Kick damage increased from 40 to 60.
2. Jump Kick damage increased from 60 to 80.
3. Fixed problem where the two were trying to use their "Basic Combo" from too far away.
4. Base Life reduced from 2000 to 1500.
=============================
~New Modifier
(previously called "tweaks")
=============================
1. "Boss Damage Buffer" added. Makes Bosses and Mini-Bosses take less damage when combo'd after a certain amount of damage has been taken. An alternative to the "force Boss into invincible state" system.
=============================
~Ranked Mode Changes
=============================
1. Healing items now only heal 10% of their original amount, down from 20%.
2. Enemies will now spawn with the same amount of Life based on your Rank instead of having their Base Life multiplied based on your Rank. Prevents too much randomness from making a certain Rank easier or harder due to Life differences between the enemies. Exception: Rocket always spawns with less Life due to him being harder to hit.
3. Time Bonus when increasing your Star rank reduced from 30 seconds to 10 seconds.
=============================
~Config file Addition/Changes
=============================
1. Added new types of systems for setting non-Boss enemy life values (Done by setting the "Normal Enemy Random Life Boost" option to -4, -5, or -6).
A. -4 makes it so that the Max Life of enemies is set to a certain average value based on the difficulty setting. There is still some variance in the life values, but its much less extreme than other settings.
B. -5 is very similar to option -2 in that enemy Max Life starts lower than normal then increases for each Boss you defeat based on the difficulty setting, although the way enemy Life is determined is slightly different. In short, this should be more balanced compared to -2.
C. -6 Combines -4 and -5, so that enemy life is around a certain average while also boosting their Life for each Boss defeated.
2. The "Extra damage multiplier" setting is now set to 3 for a Simul mode team regardless of number of players.
3. The "Boss Life/Damage Multiplier Ratio Fix" has been set to 2, so that Bosses & Mini-Bosses get a life boost equal to half of the "Extra damage multiplier". In short, this only partially offsets the "Extra damage multiplier" setting, making Bosses able to be defeated faster, but not overly so. (If this seems to make the Bosses too easy to defeat, set it to either 1 or -1.)
4. There are now two "Enemy Strength" settings, one for if your Teammode is NOT Simul, and one for if it IS Simul (and another two for when the Bonus Game is encountered in Arcade Mode). This fixes an issue where if your Teammode was Tag, the Enemy Strength setting was being set higher than it was supposed to.
5. There is a new config file "Config2" that allows the changing of a few extra parameters.
6. If the "Alternate mode" setting is set to 4 (Ranked, or -1 and Ranked is chosen) but your Teammode is Simul mode with more than 2 players, or Tag mode, the mode will be switched to 3 (Traditional Mode). Ranked mode currently doesn't support those modes, so this prevents the game from soft-locking. In addition, if the "Alternate mode" setting is -1 and the safety kicks in due to not be able to enter the mode select "screen, or its an AI match in watch mode, the default mode is now Traditional instead of Normal.
Overall, this should make the Bosses/Mini-Bosses more of a challenge while also cutting down the time it takes to clear the Bonus Game. Hopefully this turns out to be a great change.
As always, if any problems are found, tell me so I can fix it.
Quote from: Staubhold on January 20, 2025, 07:01:51 PM
Any chance to recreate the mist/fog effect?
Hm, not sure if its worth it. It seems quite hard to recreate and it'd only be for 1 mini-boss. If I find a way, I'll see about adding it though.
Quote from: Availion91 on June 19, 2025, 10:24:44 AM
Sorry for the late response, swamped with life stuff. Can confirm your fix worked, its working just fine now, now infinite spawning mini bosses. Thanks again for the help, I really enjoy your mini game! Just wanted to ask, have to looked into the nightly Ikemen update with the new Z-axis stuff? :deal2:
Glad the fix worked, and yes, I have looked at the z-axis stuff. Its really cool. I might actually be able to make a version of the Bonus Game that uses the z-axis; the real SoR experience! In fact, I might not even need to change much besides getting enemies to move along the z-axis properly, and making sure the enemies take into account the z-position of the player before they decide to use their attacks, among other things. I'll need to look into this more before I can start making a "Z-axis SoR2 Bonus Game".
Lol,i came here everyday to check if there is an update.It is that addictive and inspirational bonus game.One of the reasons why i am registered to this website.
Quote from: K-Fox on September 20, 2025, 03:48:04 AM
Time for an update! This is mostly a huge balance update; for a long time I've been trying to balance the difficulty and length of the Bonus Game in Normal mode. While Normal mode isn't meant to be fought all the time (just from Quick Match mode), its still a lot to have someone sit there for around a whole hour just for 1 Bonus Game. Also, most Bosses (and some Mini-Bosses) have this problem of having rather low damage output with large amounts of life. This causes one of the biggest time-sinks; Bosses take too long to defeat because of their high Max Life, while they usually aren't much of a threat damage-wise because of all the healing items appearing.
With this update, most Bosses and Mini-Bosses have lower life than before, but many have increased attack damage (especially Bosses). This hopefully makes them not as much of a slog to fight against, while also making them an actual threat. Abadede is a slight exception; his damage was already high and wasn't changed, but he still got a big max life reduction.
In addition to balance changes, there are also a few bug fixes, and there is a new config file to change some extra things. One notable thing here is the addition of a new system for Bosses and Mini-Bosses called the "Boss Damage Buffer" system. With this, you can make it so that after taking a certain amount of damage, Bosses and Mini-Bosses will take reduced damage until they aren't being hit anymore. This acts as an alternative to the other system where Bosses/Mini-Bosses are forced into an invincible knockdown state after taking too much damage, which can be rather disruptive for combo-heavy characters; you can also now change the required damage for this to activate or even disable it (be sure to do so if using the new Buffer system). Do note that the "Boss Damage Buffer" system needs to be enabled in the "Enemy Modifiers" setting (previously called "Enemy Tweaks").
There is also a few other adjustments and fixes here as well. A special HUD has been added when playing against the Bonus Game in Tag mode, so you can now track your allies' life.
Link: https://www.mediafire.com/file/lwzfadu8fkk12io/SoR2IK9.zip/file (https://www.mediafire.com/file/lwzfadu8fkk12io/SoR2IK9.zip/file)
Changes:
Spoiler (click to show)
Update 49 (9/19/2025)
=============================
~General Changes/Fixes
=============================
1. Enemies that can block no longer take further reduced damage if hit repeatedly.
2. Fixed objects sometimes not containing an item in Speed Run, Traditional, or Ranked modes.
3. Chance of the 1-Up item appearing from an object decreased. Default starting lives set to 4.
4. Removed option to let enemies pick up items, and the "Quick KO" option for players (they were causing some problems).
5. Added new item: "Large Triple Gold Bars" - Worth 10000 Points. In Speed Run or Ranked mode, this item gives 3000 Power, while the other Gold Bars item now gives 2000 Power.
6. Halved the distance objects & items can be offscreen before they despawn.
7. Slightly increased chance of weaker healing items appearing over stronger ones.
8. Enemy special effects that increase their max life now grant a fixed amount instead of increasing by a percentage. Helps prevent higher life enemies from becoming unreasonably durable, especially on higher difficulty levels.
9. Fixed problem with enemies being too hard to hit when affected by certain custom-state using attacks.
10. Fixed problem with most enemies' CLSN2 hitboxes in their standing hit animations being smaller than their Idle animation's hitboxes, causing some attacks to miss when they would have otherwise hit. Also made the CLSN2 hitboxes of their air-hit animations slightly bigger to make hitting them in the air easier.
11. When a fight with a Mini-Boss starts, the amount of healing received has been reduced by half.
=============================
~Tag Mode Changes
=============================
1. The amount of Life healed by items is now divided by the number of characters on your team, with the "removed" healing added as Red Life. This is to encourage more tagging out and playing as the other characters instead of 1 character being able to stay out all the time because of the constant healing from items. (This actually doesn't change anything for tag-teams of 2 since Life/RedLife gain was already 50/50, but tag-teams of 3 or 4 will now gain more Red Life than normal Life).
2a. The way healing is received when a Boss fight starts is slightly different; only the currently active character is fully healed. The other characters who are not active instead gain Red Life equal to a percentage of their max Life; the percentage is based on Team Size:
-2 Players: 100%
-3 Players: 50%
-4 Players: 33%
2b. When a Mini-boss fight starts, or a Sub-Boss is defeated, the healing for the active character is 50% of max Life instead (because of change #11 above), and the Red Life gain for the inactive players is also halved:
-2 Players: 50%
-3 Players: 25%
-4 Players: 16.5%
3. A new HUD is now used for players. The active player's life bar appears at the top while the inactive player's lifebars appear as smaller versions below the larger one. The "portraits" are also color-coded to make it easier to tell who is which player (Player 1 = Blue, Player 2 = Red, Player 3 = Green, Player 4 = Yellow).
=============================
~Scoring Changes
=============================
1. Fixed amount of Points earned being too low if the "Extra damage mulitplier" setting was above 1 (which by default it was).
2. In Traditional Mode, the percentage of Points lost from being KO'd increased to 5% of current score.
3. In Normal and Boss Rush modes, the percentage of Points lost from being KO'd with at least 1 Life remaining reduced from 3% to 2% of current score, but the percentage of Points lost from being KO'd at 0 lives increased from 25% to 50%.
=============================
~Enemy Changes
=============================
----------------------------------
Various enemies
----------------------------------
1. Some enemies that have grabs were able to grab from quite a distance away. This has been fixed.
2. Reduced bonus to max Life Bosses & Mini-Bosses get from difficulty levels above Normal (except for Mr.X).
----------------------------------
Normal Enemies
----------------------------------
*Fog
1. Duration of explosions from grenades and motorcycles reduced to be more accurate to Streets of Rage 2.
*Big-ben
1. Fixed Big-ben's roll attack being unable to cause a "fake KO".
*Slum
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).
3. "Kick" damage increased (50 --> 60). Attack speed increased.
*Vice
1. "Punch" damage increased (30 --> 40).
2. "Strong Punch" damage increased (40 --> 70).
*P1
1. Dash attack speed is 50% faster, and can start the attack from further away.
2. "Laser Shot" damage increased from 50 to 80.
3. Fixed problem where P1 could self-destruct early if it spawns with low max life. Now it must have 95% life or less to do do.
*Rocket
1. Fixed "slam throw" giving red life instead of reducing it.
2. No longer flickers when getting ready to attack when fighting with Jet MKII.
*Cody
1. KO'ing Cody will now instantly give an extra life instead of creating a 1-up item and requiring it to be picked up.
2. Delay before Cody can appear again after being KO'd increased from 6 minutes to 8 minutes.
----------------------------------
All Bosses (not Mini-Bosses)
----------------------------------
1. Guard damage of attacks (except for Mr.X's bullets) increased from 15% of hit damage to 30%.
2. Most Bosses will now prefer using Grabs at very close range instead of any other (usually slower) attack.
3. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (assuming the amount of Bonus Games characters is equal to the number of players).
*Barbon/Vulture
1. "Punch" & "High Kick" damage increased from 80 to 100.
2. "Roundhouse" damage increased from 100 to 120.
3. Throw damage increased from 75 to 100.
4. Base Life reduced from 1750 to 1300. For Vulture, from 1050 to 910.
*Jet/Bomber
1. "Flying Punch" damage increased from 125 to 150.
2. "DiveKick" damage increased from 175 to 200.
3. Fixed problem with Jet snapping into play from his intro instead of smoothly flying in from the side of the screen.
4. Fixed "slam throw" giving red life instead of reducing it.
5. Base Life reduced from 1250 to 1000. For Bomber, from 750 to 700.
*Zamza/Nail
1. "Double Slash" total damage increased from 80 to 120.
2. "Slidekick" damage increased from 60 to 100.
3. "Rolling Slash" damage increased from 80 to 100.
4. "Upper Slash" damage increased from 100 to 160.
5. Base Life reduced from 2000 to 1500. For Nail, from 1200 to 1050.
*Abadede/Z.Kusano
1. Adjusted the distance that Abadede uses certain attacks from.
2. Fixed Z.Kusano turning into Abadede for a bit when his pummel attack ended.
3. Base Life reduced from 2500 to 1800. For Z.Kusano, from 1500 to 1260.
*R.Bear/Bear Jr.
1. "Quick Jab" damage increased from 40 to 50.
2. "Strong Punch" damage increased from 50 to 80.
3. "Slide Punch" damage increased from 80 to 140.
4. Jump Attack damage increased from 100 to 150.
5. "BodyPunch" damage increased from 50 to 80. Start-Up and Recovery time slightly reduced.
6. "Uppercut" damage from 80 to 150.
7. Base Life reduced from 2750 to 2000. For Bear Jr., from 1650 to 1400.
*Particle/Molecule/Hydrogen/Uranium
1. "Metal Flail" damage increased (100 --> 120).
2. "Laser Shot" damage increased from (60 --> 120). Animation changed & Projectile speed doubled to be more SoR2 accurate.
3. Jump start animation time decreased from 16 frames to 12 frames.
4. New attacks:
"Crushing Stomp" - Performs a much higher jump than usual. If a player is below him, suddenly decends fast to stomp on that player (Power: 150).
"Electric Field" - Starts to repeatedly flip directions while flashing yellow, then creates an electric field around itself. Invincible for the whole move. Only used up-close. (Power: 150).
5. Base Life reduced from 2000 to 1500. For Hydrogen/Uranium, from 1200 to 1050.
*Shiva
1. Fixed Shiva's Slam attack from his grab dealing more damage than normal until his remaining Life fell to 1000 or less.
2. If Shiva is forced into an invincible knockdown state (either from a player being KO'd or the damage limit system), he can't using his "Air Kick" while getting up from it. Prevents a cheap hit from happening due to his instant get-up passive.
*Mr.X
1. During his "Basic Combo" attack, damage of both Punches increased from 20 to 40, and damage of the Kick increased from 40 to 70.
2. Throw damage increased from 80 to 100.
3. Guard damage taken from bullets fired increased from 1 to 3.
----------------------------------
Mini-Bosses
----------------------------------
*All Mini-Bosses
1. If playing with 3 or 4 players against the Bonus game in Simul mode, more assists can now spawn (just like with Bosses now). All normal enemies also now run away after the Mini-Boss is defeated instead of needed to be defeated.
*Souther
1. Base Life reduced from 1000 to 900.
*Bongo
1. Base Life reduced from 1200 to 1000.
*Warrior
1. Base Life reduced from 1400 to 1100.
*Bruce
1. "Low Whip" attack animation is faster.
2. Base Life reduced from 1400 to 1300.
*Vehelits
1. Fixed Vehelits and its background not being centered properly when playing on stages that can zoom out.
2. Foreground stage elements are now disabled while fighting Vehelits.
*If you prefer this not to happen, open the "SoR2Main.cns" file, and at the very bottom on line 37389 you'll find the code for this. Comment out or remove this bit of code to disable this effect.
*Mona/Lisa
1. New attack: "Bounce Kick" (Quickly high jumps then flies downwards with a kick).
2. During their "Acrobatics" team attack, the speed of the jumps are much faster.
*Harakiri
1. "Phantom Slash" damage increased (100 --> 150). Guard damage up from 15 to 112.
2. "Counter Slash" damage increased (200 --> 250). Guard damage up from 30 to 187.
3. "Shuriken" projectile speed increased. Guard damage up from 15 to 75. Delay before shuriken is actually thrown slightly increased.
4. Base Life reduced from 2250 to 1750.
-Harakiri might be the most predictable enemy in the game. Combine that with low guard damage on his attacks, and he was actually a joke of an enemy. This change aims to make him much more of a threat by ramping up his guard damage so that players can't just block all his attacks then counter-attack for big damage. Now, actively dodging his attacks is pretty much required.
*Ash
1. "Spinning Hammer" - Damage increased (50 --> 80). Duration of "attack absorb" state increased (0.5 secs --> 1 second).
2. "Pride Slide" - Damage increased (60 --> 80)
3 "Flying Pirouette Kick" start-up time increased from 12 frames to 18 frames.
4. Base Life reduced from 2100 to 1900.
*Jet MKII
1. No longer flickers when getting ready to attack.
2. "MK Bombs" attack now always fires 3 bombs, and the bombs are fired slightly faster.
*Onihime/Yasha
1. High Kick damage increased from 40 to 60.
2. Jump Kick damage increased from 60 to 80.
3. Fixed problem where the two were trying to use their "Basic Combo" from too far away.
4. Base Life reduced from 2000 to 1500.
=============================
~New Modifier
(previously called "tweaks")
=============================
1. "Boss Damage Buffer" added. Makes Bosses and Mini-Bosses take less damage when combo'd after a certain amount of damage has been taken. An alternative to the "force Boss into invincible state" system.
=============================
~Ranked Mode Changes
=============================
1. Healing items now only heal 10% of their original amount, down from 20%.
2. Enemies will now spawn with the same amount of Life based on your Rank instead of having their Base Life multiplied based on your Rank. Prevents too much randomness from making a certain Rank easier or harder due to Life differences between the enemies. Exception: Rocket always spawns with less Life due to him being harder to hit.
3. Time Bonus when increasing your Star rank reduced from 30 seconds to 10 seconds.
=============================
~Config file Addition/Changes
=============================
1. Added new types of systems for setting non-Boss enemy life values (Done by setting the "Normal Enemy Random Life Boost" option to -4, -5, or -6).
A. -4 makes it so that the Max Life of enemies is set to a certain average value based on the difficulty setting. There is still some variance in the life values, but its much less extreme than other settings.
B. -5 is very similar to option -2 in that enemy Max Life starts lower than normal then increases for each Boss you defeat based on the difficulty setting, although the way enemy Life is determined is slightly different. In short, this should be more balanced compared to -2.
C. -6 Combines -4 and -5, so that enemy life is around a certain average while also boosting their Life for each Boss defeated.
2. The "Extra damage multiplier" setting is now set to 3 for a Simul mode team regardless of number of players.
3. The "Boss Life/Damage Multiplier Ratio Fix" has been set to 2, so that Bosses & Mini-Bosses get a life boost equal to half of the "Extra damage multiplier". In short, this only partially offsets the "Extra damage multiplier" setting, making Bosses able to be defeated faster, but not overly so. (If this seems to make the Bosses too easy to defeat, set it to either 1 or -1.)
4. There are now two "Enemy Strength" settings, one for if your Teammode is NOT Simul, and one for if it IS Simul (and another two for when the Bonus Game is encountered in Arcade Mode). This fixes an issue where if your Teammode was Tag, the Enemy Strength setting was being set higher than it was supposed to.
5. There is a new config file "Config2" that allows the changing of a few extra parameters.
6. If the "Alternate mode" setting is set to 4 (Ranked, or -1 and Ranked is chosen) but your Teammode is Simul mode with more than 2 players, or Tag mode, the mode will be switched to 3 (Traditional Mode). Ranked mode currently doesn't support those modes, so this prevents the game from soft-locking. In addition, if the "Alternate mode" setting is -1 and the safety kicks in due to not be able to enter the mode select "screen, or its an AI match in watch mode, the default mode is now Traditional instead of Normal.
Overall, this should make the Bosses/Mini-Bosses more of a challenge while also cutting down the time it takes to clear the Bonus Game. Hopefully this turns out to be a great change.
As always, if any problems are found, tell me so I can fix it.
Quote from: Staubhold on January 20, 2025, 07:01:51 PM
Any chance to recreate the mist/fog effect?
Hm, not sure if its worth it. It seems quite hard to recreate and it'd only be for 1 mini-boss. If I find a way, I'll see about adding it though.
Quote from: Availion91 on June 19, 2025, 10:24:44 AM
Sorry for the late response, swamped with life stuff. Can confirm your fix worked, its working just fine now, now infinite spawning mini bosses. Thanks again for the help, I really enjoy your mini game! Just wanted to ask, have to looked into the nightly Ikemen update with the new Z-axis stuff? :deal2:
Glad the fix worked, and yes, I have looked at the z-axis stuff. Its really cool. I might actually be able to make a version of the Bonus Game that uses the z-axis; the real SoR experience! In fact, I might not even need to change much besides getting enemies to move along the z-axis properly, and making sure the enemies take into account the z-position of the player before they decide to use their attacks, among other things. I'll need to look into this more before I can start making a "Z-axis SoR2 Bonus Game".
Fixed the problem of simul mode? In 3 vs3 and 4 vs 4 in simul mode the enemies did not appear
I just checked and the enemies are appearing for me in Simul mode, so I'm not sure what the problem is.
I did realize I forgot to disable ranked mode for Tag mode teams, or Simul mode teams with more than 2 players. Here is how to fix it:
1, Open the "SetConfig.cns" file.
2. Go to line 506.
3. Paste this code:
;Ranked not supported in Simul mode with more than 2 players or Tag mode, switch to Traditional mode.
[State 0, VarSet]
type = VarSet
triggerall = Var(41) = 4
trigger1 = NumEnemy > 0
trigger1 = Enemynear, Teammode = Tag
trigger2 = NumEnemy > 2
trigger2 = Enemynear, Teammode = Simul
v = 41
value = 3
I didn't want to have everyone re-download the whole bonus game just for this tiny fix.
below or above?
";config end?"
Below. Sorry I should have been more specific.
I get this error when I start a match with this. I'm using the latest nightly.
(https://i.imgur.com/X9BLtDF.png)
I made a patch: https://www.mediafire.com/file/kx48t4ye2dt8gdb/SoR2IK9Patch.zip/file (https://www.mediafire.com/file/kx48t4ye2dt8gdb/SoR2IK9Patch.zip/file)
Just replace the files in the bonus game folder with these (there is only 2 in the folder).
Sorry about this. I don't use the nightly versions of IKEMEN, so I don't catch these issues.
Can you make one where the enemies come out as you advance in the stage? I mean creating a very long stage and that to get to the end of the stage (to the far right of it), you have to kill certain enemies that come out along the way. (Not that they always come out at the same point without advancing) It would be very good because we could create RPG type games with story mode and then modify them with enemies from the anime that interested us. I would really appreciate it if someone could make this mode.
Hi again all. I just found out that I made a dumb mistake; I forgot to add CLSN2 boxes to the Particle enemies' new Laser Shot animation, making them invincible for the attack.
To fix this, open the "SoR2.air" file and find this starting on line 6500:
[Begin Action 10555]
10544,0, -4,0, 2
10544,1, -4,0, 2
10544,2, -4,0, 2
10542,1, -3,0, 2
10542,2, -2,0, 2
10546,0, 0,0, 2
10547,0, -7,0, 2
10547,1, -10,0, 20
10547,2, -10,0, 2
10547,1, -10,0, 2
10547,2, -10,0, 2
10547,1, -10,0, 2
10547,3, -10,0, 2
10547,4, -10,0, 2
10547,1, -10,0, 2
10547,0, -7,0, 2
10546,0, 0,0, 2
10542,2, -2,0, 2
10542,1, -3,0, 2
10544,2, -4,0, 2
10544,1, -4,0, 2
10544,0, -4,0, 2
Delete that whole block (from lines 6500 to 6522) and replace it with this:
Spoiler (click to show)
[Begin Action 10555]
Clsn2: 1
Clsn2[0] = -17, -91, 13, 0
10544,0, -4,0, 2
Clsn2: 1
Clsn2[0] = -17, -89, 13, 0
10544,1, -4,0, 2
Clsn2: 1
Clsn2[0] = -17, -88, 13, 0
10544,2, -4,0, 2
Clsn2: 1
Clsn2[0] = -17, -84, 13, 0
10542,1, -3,0, 2
Clsn2: 1
Clsn2[0] = -17, -76, 13, 0
10542,2, -2,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10546,0, 0,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,0, -7,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 20
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,2, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,2, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,3, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,4, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,1, -10,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10547,0, -7,0, 2
Clsn2: 1
Clsn2[0] = -17, -65, 13, 0
10546,0, 0,0, 2
Clsn2: 1
Clsn2[0] = -17, -76, 13, 0
10542,2, -2,0, 2
Clsn2: 1
Clsn2[0] = -17, -84, 13, 0
10542,1, -3,0, 2
Clsn2: 1
Clsn2[0] = -17, -88, 13, 0
10544,2, -4,0, 2
Clsn2: 1
Clsn2[0] = -17, -89, 13, 0
10544,1, -4,0, 2
Clsn2: 1
Clsn2[0] = -17, -91, 13, 0
10544,0, -4,0, 2
I don't how I missed that. Sorry about that.
hopefully with this update I can finally using jin kazama's specials without the enemy be it regular, boss, or mini boss from insta-KOing.
Version: nightly
Build Time: 2026.03.15
Platform: linux (amd64)
Vulkan 1.3.239
RAM in Use: 747 MB / OS Reserved: 3773 MB
Active Goroutines: 3
Timestamp: 2026-03-21 19:40:56
Engine error
Error: ./external/script/start.lua:1672: chars/sor2ikemen/SoR2Main.cns:5408:
'!' operator cannot be used within a trigger redirection
stack traceback:
[G]: in function 'game'
./external/script/start.lua:1672: in function 'f_game'
./external/script/start.lua:2248: in function 'launchFight'
external/script/default.lua:20: in function <external/script/default.lua:0>
./external/script/start.lua:1739: in function 'f'
external/script/main.lua:2332: in function 'loop'
external/script/main.lua:2429: in function 'loop'
external/script/main.lua:3653: in main chunk
[G]: ?
Go stack traceback:
goroutine 1 [running, locked to thread]:
runtime/debug.Stack()
runtime/debug/stack.go:24 +0x65
main.handlePanic({0xb22d60?, 0xc0069a04c0})
github.com/ikemen-engine/Ikemen-GO/src/main.go:363 +0x3e5
main.realMain.func1()
github.com/ikemen-engine/Ikemen-GO/src/main.go:66 +0x2a
panic({0xb22d60, 0xc0069a04c0})
runtime/panic.go:884 +0x213
main.realMain()
github.com/ikemen-engine/Ikemen-GO/src/main.go:206 +0x565
main.main()
github.com/ikemen-engine/Ikemen-GO/src/main.go:59 +0x17
I was really surprised to find out that Streets of Rage 2 supports 4-player co-op, and it is so much fun!
Two notable bugs:
1. With the Control Panel mini-boss: If, when it's defeated, the normal enemy around who retreats has Jamming (I got this with an Agent, playing KFM), every enemy health bar in the minigame up to but not including Shiva gets jammed. Probably has to do with the jammer not stopping the jamming when they run away.
2. "Power of the Syndicate" (Shiva or Mr. X): A big single damage LifeAdd (such as Evil Ken's Shun Goku Satsu) with the enemy's health just over 1 bar can plummet it straight to zero and skip the entire phase. (Against Mr. X his health actually tries to heal afterward, but the defeat triggers first.)
some update for can play in nightly??
Hi again all! Here is a small update to fix the problems some people have been having. Before that, an important note:
The Bonus Game now requires the nightly version of IKEMEN.I've kept from using nightly-only stuff in the Bonus Game for a long time so that it was more accessible to everyone (since not everyone used the nightly IKEMEN). Although now I'm sure most people use nightly so it shouldn't be a problem anymore.
Link: https://www.mediafire.com/file/qmrwyapjeb9pn7c/SoR2IK9.5.zip/file (https://www.mediafire.com/file/qmrwyapjeb9pn7c/SoR2IK9.5.zip/file)
Changes:
Spoiler (click to show)
IMPORTANT: As of this update, the Bonus Game only works on the nightly versions of IKEMEN released on or after June 10, 2026.
=============================
~General Changes/Fixes
=============================
1. Fixed the Jammer effect not being removed if an enemy with it ran away in the CTRL Panel area.
2. In Tag mode, the Chicken item will now always fully heal instead of having reduced healing like the other healing items.
3. When items appear upon hitting an object, there is now a bonus chance of getting a 1-Up. Each time a non-1-Up item is picked up (or any item goes offscreen), the bonus chance slightly increases. When a 1-Up from the bonus chance is picked up, the chance resets and the chance of another bonus 1-Up is reduced. This is to allow some 1-Ups to be obtained for certain without making it too broken. Note that the two objects that drop have their own independent bonus chance.
4. Points are no longer lost when getting KO'd. Instead, there is a new counter next to your score marked with a platinum star; this is your "Class" rating. It starts at 200, and drops by 1 each time you are KO'd, or by 10 points if you are KO'd with no lives remaining (minimum Class is 1). The Class rating is only used in Normal, Boss Rush, and Traditional modes.
5. Added an option to change overall object drop rate (for items)*. Doesn't affect Ranked mode items.
6. Invincible time after picking up an item reduced from 1 second to 0.5 seconds. This is to fix a slight difficulty oversight; this single second of safety was way too strong in allowing players to attack without any risk, especially noticeable against Bosses, where grabbing an item then attacking while invincible is extremely exploitable. Because this indirectly means more damage taken overall, the chance of healing items appearing in Normal, Boss Rush, and Traditional mode has been slightly increased. I also planned to reduce the item drop rate to further reduce how exploitable this is, but I didn't want to force it on anyone, so I made it an option instead.
*The default value is 3, which causes the item drop rate to be less than the previous rate. To keep the previous item drop rate, set this option to 5.
=============================
~Enemy Changes/Fixes
=============================
*All Bosses/Mini-Bosses
1. The damage theshold for the forced invincible state was previously being affected by difficulty levels above normal, and the number of characters on the player's team. Now its only affected by the "Combo Damage Limit" setting in the "Config2" file.
*Various enemies
1. If an enemy misses their Grab attempt, it no longer delays their next attack.
2. Fixed issue where when an enemy grabbed someone with a pummel-type grab, their target appeared layered over them instead of behind them.
*Big-ben
1. Fixed Dizzy state after roll attack being MoveType "A" instead of "I".
*Cody
1. The extra life gained from Cody is now gained when Cody is in the KO state, not right when he hits 0 life. Fixes an issue where the 1-Up sound wasn't playing correctly.
*Abadede
1. Fixed "Bodyslam" having very high guardstun.
*Yasha
1. Some effects Mini-bosses get such as the forced invincible effect from high damage weren't activating for Yasha.
*Shiva
1. Fixed Shiva's "Last Stand" passive not preventing KO when he was hit with certain high damage effects.
*Mr.X
1. Fixed Mr.X's "Might of the Syndicate" passive not preventing KO when he was hit with certain high damage effects.
2. Fixed issue where Mr.X could go for a long time without attacking.
=============================
~Non-gameplay Changes
=============================
1. Updated the AdvancedGuide.txt "Remove unneeded system messages for the Bonus Game" section.
2. Added an option to disable the Stage 8 theme that plays in the sub-area (with the sub-Bosses).
*******************
~Known Issue
*******************
1. Enemy projectiles may sometimes become unable to hit players. I can't pinpoint why this happens.
I should point out that enemy projectiles in the current nightly version (the one posted June 10th) are sometimes becoming unable to hit players. I haven't changed anything about the projectiles, and it doesn't always happen, so I'm not sure what to do.
Quote from: OS-Farram on June 03, 2026, 10:42:59 PM
I was really surprised to find out that Streets of Rage 2 supports 4-player co-op, and it is so much fun!
Nice video! Its always cool to see gameplay of the Bonus Game.
Hello! With IKEMEN 1.0 being out for some time, I decided to go back and fix my characters and do some minor adjustments to the Bonus Game.
Links:
Bonus Game: https://www.mediafire.com/file/ixq3rzi1uyc1b2t/SoR2IK9.7.zip/file (https://www.mediafire.com/file/ixq3rzi1uyc1b2t/SoR2IK9.7.zip/file)
Characters: https://www.mediafire.com/file/h8odg4c4hd5xuep/12Char4StagePackIK4.zip/file (https://www.mediafire.com/file/h8odg4c4hd5xuep/12Char4StagePackIK4.zip/file)
Bonus Game Changes:
Spoiler (click to show)
Mini-Update 8 (10/14/2026)
IMPORTANT: As of this update, the Bonus Game only works on IKEMEN version 1.0
=============================
~General Changes/Fixes
=============================
1. Fixed issue where if the "Enemy Attack Rate" setting was set to a negative value, some enemies were acting strangely.
2. Fixed being unable to Safe-Fall (land from a throw to avoid damage) or escape from enemy throws.
3. Fixed issue where if an enemy blocked a very high damage hit, the amount of damage they took was higher than it was supposed to be.
4. Fixed Mr.X using certain melee attacks from too far away.
5. When Harakiri is sliding backwards for his Counter slash attack, his Movetype is set to I so you can walk backwards away from him before the actual slash. Time spent sliding back increased (1.25s --> 1.5s). Damage increased (225 -> 300). Damage reduction increased from 40% to 50%.
6. Reduced how often Shiva can block attacks, especially when fighting him 1v1 (Single mode).
7. Zamza/Jet rematch: Jet now has 50% less life. Also fixed Zamza only having -20% life instead of -30%.
8. In Tag mode, Bosses and Mini-Bosses now get +10% max life for each character in your team beyond the first (max +30%).
9. Added an option that makes the Hitoverride state controller used by guard-capable enemies use the "forceguard" parameter, so that when they guard attacks the guard damage/hitsparks/sounds/etc of the attack are used instead of the hit parameters (only matters if the "Enemy Block Type" above is set to 0 or 1).
10. The "forced invincible state" effect for Bosses/Mini-Bosses is now disabled by default. Instead, the "Boss Damage Buffer" modifier is on by default (which makes Bosses/Mini-Bosses take reduced damage after taking enough damage in a combo).
=============================
~Bonus Area Changes
=============================
1. The gas meter has been halved in size so it doesn't awkwardly stick out so much.
2. The CTRL Panel now uses a new "damaged" sprite when its remaining life reaches 50%, and another when at 25% life.
3. Fixed issue where upon destroying the Panel it would disappear for a brief moment.
4. Reduced the duration of the slow effect upon destroying the Panel.
=============================
~Notes
=============================
The way commands are checked in custom states seem to have changed in IKEMEN 1.0, and as such certain actions have been affected:
1. In the Config file, if you set the mode to -1 (so you can choose the mode in-game), you'll now need to press "x" or "b" to choose a mode, then "a" to confirm.
2. When escaping Pummel-type enemy grabs, only the buttons (a/b/c/x/y/z) work now for escaping, not pressing up/down/left/right. To make up for this, the total number of button presses needed to escape have been reduced.
However, if you are playing as one of my SoR characters, you can still use left/right to switch modes, or up/down/left/right to escape from pummels. Do note that my SoR characters can break out of Pummels with their Y-special, so be careful while mashing the buttons with them to escape pummels.
Character Changes:
Spoiler (click to show)
SoR Character Changes 10/14/2026
===============================
All characters
===============================
1. Added animation 181 to characters so that weird thing where the large portrait appears in place of the character doesn't occur in the pre-match screen.
===============================
All characters (except Yamato)
===============================
1. Added new large portraits (from Streets of Rage Remake). (Mr.X's portrait has been slightly modified).
2. Fixed some multi-hitting attacks dealing very high guard meter damage, making guard breaks extremely easy if enabled (Basic Combos and Roo's Blitz and Special attacks were the biggest offenders here).
3. Custom HUD appears properly in 16:9 resolutions.
4. Fixed the healing item helper causing debug spam.
5. The intros of the characters (except Shiva/Ultra Shiva) are now an animation of them falling into place instead of actually changing their positions with PosSet and VelSet. Fixes a problem where the camera might sometimes move a bit during the intro (usually happens if in a 3 or 4 player Tag team).
6. The option to use the extended CLSN1 boxes (so the characters can hit small/crouching opponents with their standing attacks) is now toggled through their Config file instead of having to open each character's .def file and comment/uncomment lines.
7. All Defensive Specials (except for Mr.X) now have "ignorereversaldef = 1" to make them more "safe" against characters with Reversals. Note this is only for the Defensive Special (the one peformed by just pressing Y), NOT the Offensive Special (performed with Forward+Y).
8. If the "Ability Up" option if off, Lv.1 supers are still immune to Normal attacks/projectiles/throws for 1/6 of a second.
9. Fixed being unable to Safe-Fall from throws.
====================
Roo
====================
1. "Tail Upper" and "Tail Crash": Start-up time decreased (8 -> 6).
====================
Skate
====================
1. "Dynamite Headbutt" (both versions): Start-up time decreased (6 -> 3).
2. "Rolling Flash Kick": Time between 4th and 5th hit reduced from 15 frames to 7 frames. Total animation time reduced from 50 frames to 41 frames.
====================
Ash
====================
1. "Booty Bump" (both versions): Upon landing from attack, a custom landing state where Ash can't move for a bit is used instead of the default landing state. Prevents the attack from being spammed to easily juggle the opponent, especially in a corner.
2. Reduced guardstun of Lv.2 and Lv.3 Blitz attacks.
====================
Shiva
====================
1. "Ability Up" option no longer gives Hypers bonus damage based on opponents remaining life.
====================
Ultra Shiva
====================
1. Life reduced from 2310 to 1575. Attack increased from 35 to 60.
====================
Shiva & UltraShiva
====================
1. First hit of Final Crash (both versions) has +4 to pausetime for opponent. Fixes problem where hitting an aerial opponent who is very close to the ground could result in them being able to block the remaining hits.
2. Slightly reduced ground knockback of Fire Chop.
3. Jumping Reverse Kick knockback reduced by half. Ground hittime doubled.
4. Knockback of Tiger Palm reduced.
====================
Mr.X
====================
1. Removed old "RatioLevel" triggers that were causing crashes.
For the Bonus Game, I've decided that the system where Bosses/Mini-bosses get forced out of combos after taking enough damage was too disruptive, so instead the other system where they take reduced damage after taking a certain amount of damage is used instead. The exact amounts can be edited in the "Config2" file if they seem too high/low.
Does the bonus game work in 4v4? because he had problems
Yes, the Bonus Game has been designed to work for 3v3 and 4v4 Simul mode teams.
What problems are you having exactly? Do you have any add-ons installed? They tend to act funny with the Bonus Game.
when I played 3v3 or 4v4 in simul the players didn't appear, but they only appeared when I attacked them though
I ran some tests just now (and yesterday), but nothing seems wrong.
Are the enemies just flat out invisible, or just hard to see (transparency)? If they're transparent, it might be the "Stealth" special effect somehow activating.
Are all the Config options at their default values? Do you have any modules installed? Does this happen on an unedited version of IKEMEN (no modules, no settings/files changed)?
Quick Fact: Ikemen Go has a "PlayBgm" state controller, allowing you to play music files without putting them in the character's .snd file.
https://potsmugen.github.io/ikemen-merged-docs/sctrl#playbgm-new
I found an odd issue with Shiva, so here is a micro-update to fix that. Just replace the files in the bonus game folder with these:
https://www.mediafire.com/file/zb6095mw4kcz5nt/MicroUpdateSoR2I9.7.zip/file (https://www.mediafire.com/file/zb6095mw4kcz5nt/MicroUpdateSoR2I9.7.zip/file)
Changes:
1. Fixed Shiva not being able to block attacks when fighting a 4-player Simul-mode team.
2. Fixed "division by 0" error message in debug mode.
3. After defeating a Boss or Mini-Boss, your team recovers 10% of their max life. If in Tag mode, also gain red life equal to 10% of max life.
Quote from: K-Fox on October 16, 2026, 05:41:03 PM
I ran some tests just now (and yesterday), but nothing seems wrong.
Are the enemies just flat out invisible, or just hard to see (transparency)? If they're transparent, it might be the "Stealth" special effect somehow activating.
Are all the Config options at their default values? Do you have any modules installed? Does this happen on an unedited version of IKEMEN (no modules, no settings/files changed)?
the enemies were invisible and appeared when hit, but now I haven't tried again for several months, maybe the bug has been fixed?